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1.
Sci Rep ; 14(1): 4290, 2024 02 21.
Artigo em Inglês | MEDLINE | ID: mdl-38383549

RESUMO

Emerging technological innovations offer the potential for experiential engagement through virtual scenarios, yet the viability of this approach for educational purposes remains significantly underexplored. This study aims to assess the feasibility of Augmented Reality (AR) and Virtual Reality (VR) technologies in providing users with aesthetic experiences when visiting digital exhibitions. A total of 190 students participated in this investigation. The control group visited traditional exhibits at the Palace Museum in Beijing. This group underwent a survey to evaluate their acquired aesthetic experience. In contrast, the experimental group, comprising 96 students, engaged with VR/AR scenarios at the Palace Museum in Beijing. Accordingly, students in the experimental group were also surveyed to evaluate both their aesthetic experiences and, additionally, their user experiences. The survey results unveiled significant distinctions in aesthetic experiences between students in the control and experimental groups. Moreover, there were notable correlations between individual variables related to user and aesthetic experiences within the experimental group. Furthermore, the study revealed disparities in both user and aesthetic experiences among male and female students. The findings have implications for aesthetic education teachers and officials in the context of developing sound strategies for providing aesthetic experiences to their students. This information is also of interest to employees of museums, exhibitions, and other cultural facilities, who are interested in holding or hold digital exhibitions.


Assuntos
Realidade Aumentada , Realidade Virtual , Humanos , Masculino , Feminino , Estudantes , Escolaridade , Museus
2.
Aerosp Med Hum Perform ; 95(2): 69-78, 2024 Feb 01.
Artigo em Inglês | MEDLINE | ID: mdl-38263106

RESUMO

INTRODUCTION: Following a transition from microgravity to a gravity-rich environment (e.g., Earth, Moon, or Mars), astronauts experience sensorimotor impairment, primarily from a reinterpretation of vestibular cues, which can impact their ability to perform mission-critical tasks. To enable future exploration-class missions, the development of lightweight, space-conscious assessments for astronauts transitioning between gravity environments without expert assistance is needed.METHODS: We examined differences in performance during a two-dimensional (2D) hand-eye multidirectional tapping task, implemented in augmented reality in subjects (N = 20) with and without the presence of a vestibular-dominated sensorimotor impairment paradigm: the binaural bipolar application of a pseudorandom galvanic vestibular stimulation (GVS) signal. Metrics associated with both the impairment paradigm and task performance were assessed.RESULTS: Medial-lateral sway during balance on an anterior-posterior sway-referenced platform with eyes closed was most affected by GVS (effect size: 1.2), in addition to anterior-posterior sway (effect size: 0.63) and the vestibular index (effect size: 0.65). During the augmented reality task, an increase in time to completion (effect size: 0.63), number of misses (effect size: 0.52), and head linear accelerations (effect size: 0.30) were found in the presence of the selected GVS waveform.DISCUSSION: Findings indicate that this multidirectional tapping task may detect emergent vestibular-dominated impairment (near landing day performance) in astronauts. Decrements in speed and accuracy indicate this impairment may hinder crews' ability to acquire known target locations while in a static standing posture. The ability to track these decrements can support mission operations decisions.Allred AR, Weiss H, Clark TK, Stirling L. An augmented reality hand-eye sensorimotor impairment assessment for spaceflight operations. Aerosp Med Hum Perform. 2024; 95(2):69-78.


Assuntos
Realidade Aumentada , Voo Espacial , Ausência de Peso , Humanos , Mãos , Astronautas
3.
Ther Innov Regul Sci ; 58(1): 11-15, 2024 01.
Artigo em Inglês | MEDLINE | ID: mdl-37991704

RESUMO

The COVID-19 pandemic forced industry and national regulatory authorities (NRAs) to think about innovative ways to ensure business continuity, including Good Manufacturing Practices (GMP) inspections. Even prior to COVID-19, it was understood that GMP site inspections, especially redundant inspections, are a time and resource-intensive process for both industry and regulators in high-income countries and often prohibitive to resource-challenged countries. Thus, we investigated the use of a mixed reality device and Microsoft (MS) Teams as a platform for mixed reality (hybrid) remote inspection. This pilot involved a mock GMP inspection of a drug manufacturing facility in the United States. The mock inspection was conducted by two former USFDA (US Food and Drug Administration) investigators, facilitated by representatives from Northeastern University along with The Bill and Melinda Gates Foundation. Also participating in the inspection were inspectors from national regulatory agencies (NRAs) from the African continent, including Nigeria, South Africa, Uganda, and Zimbabwe, and representatives from the Pre-Qualification Inspection Unit at the World Health Organization (WHO). Harmonized inspectional guidance from PIC/s (GMP Guide) and WHO (TRS 823) were used as the standards for conducting the mock inspection. We found that mixed reality, used in conjunction with a collaborative text messaging system, is a viable tool to facilitate remote inspections and allows inspectors participating remotely to write their own independent inspection reports.


Assuntos
Realidade Aumentada , Indústria Farmacêutica , Humanos , Estados Unidos , Pandemias , Preparações Farmacêuticas , Padrões de Referência
4.
Ann Biomed Eng ; 52(2): 178-207, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-37861913

RESUMO

Head-mounted visualization technology, often in the form of virtual, augmented, and mixed reality (VAMR), has revolutionized how visual disorders may be approached clinically. In this manuscript, we review the available literature on VAMR for visual disorders and provide a clinically oriented guide to how VAMR technology has been deployed for visual impairments. The chief areas of clinical investigation with VAMR are divided include (1) vision assessment, (2) vision simulation, and (3) vision rehabilitation. We discuss in-depth the current literature of these areas in VAMR and upcoming/future applications to combat the detrimental impact of visual impairment worldwide.


Assuntos
Realidade Aumentada , Humanos , Simulação por Computador , Transtornos da Visão , Tecnologia
5.
Minim Invasive Ther Allied Technol ; 32(4): 190-198, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-37293947

RESUMO

Introduction: This study compares five augmented reality (AR) vasculature visualization techniques in a mixed-reality laparoscopy simulator with 50 medical professionals and analyzes their impact on the surgeon. Material and methods: ​​The different visualization techniques' abilities to convey depth were measured using the participant's accuracy in an objective depth sorting task. Demographic data and subjective measures, such as the preference of each AR visualization technique and potential application areas, were collected with questionnaires. Results: Despite measuring differences in objective measurements across the visualization techniques, they were not statistically significant. In the subjective measures, however, 55% of the participants rated visualization technique II, 'Opaque with single-color Fresnel highlights', as their favorite. Participants felt that AR could be useful for various surgeries, especially complex surgeries (100%). Almost all participants agreed that AR could potentially improve surgical parameters, such as patient safety (88%), complication rate (84%), and identifying risk structures (96%). Conclusions: More studies are needed on the effect of different visualizations on task performance, as well as more sophisticated and effective visualization techniques for the operating room. With the findings of this study, we encourage the development of new study setups to advance surgical AR.


Assuntos
Realidade Aumentada , Laparoscopia , Cirurgiões , Cirurgia Assistida por Computador , Humanos , Laparoscopia/métodos , Cirurgia Assistida por Computador/métodos
6.
Stud Health Technol Inform ; 305: 521-524, 2023 Jun 29.
Artigo em Inglês | MEDLINE | ID: mdl-37387082

RESUMO

The healthcare sector is growing in importance as people continue to age and pandemics complicate the boundary conditions of such systems. The number of innovative approaches to solve singular tasks and problems in this area is only slowly increasing. This is particularly evident when looking at medical technology planning, medical training and process simulation. In this paper a concept for versatile digital improvements to these problems by using state of the art development methods of Virtual Reality (VR) and Augmented Reality (AR) are presented. The programming and design of the software is done with the help of Unity Engine, which provides an open interface for docking with the developed framework for future work. The solutions were tested under domain specific environments and have shown good results and positive feedback.


Assuntos
Realidade Aumentada , Humanos , Escolaridade , Simulação por Computador , Setor de Assistência à Saúde , Pandemias
7.
J Plast Reconstr Aesthet Surg ; 82: 255-263, 2023 07.
Artigo em Inglês | MEDLINE | ID: mdl-37207439

RESUMO

Continuing problems with fewer training opportunities and a greater awareness of patient safety have led to a constant search for an alternative technique to bridge the existing theory-practice gap in plastic surgery training and education. The current COVID-19 epidemic has aggravated the situation, making it urgent to implement breakthrough technological initiatives currently underway to improve surgical education. The cutting edge of technological development, augmented reality (AR), has already been applied in numerous facets of plastic surgery training, and it is capable of realizing the aims of education and training in this field. In this article, we will take a look at some of the most important ways that AR is now being used in plastic surgery education and training, as well as offer an exciting glimpse into the potential future of this field thanks to technological advancements.


Assuntos
Realidade Aumentada , COVID-19 , Procedimentos de Cirurgia Plástica , Cirurgia Plástica , Realidade Virtual , Humanos , COVID-19/epidemiologia
8.
Audiol Neurootol ; 28(4): 308-316, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37071980

RESUMO

INTRODUCTION: Dizziness is a common complaint affecting up to 23% of the world population. Diagnosis is of utmost importance and routinely involves several tests to be performed in specialized centers. The advent of a new generation of technical devices would make envision their use for a valid objective vestibular assessment. Microsoft HoloLens 2 (HL2) mixed reality headset has the potential to be a valuable wearable technology that provides interactive digital stimuli and inertial measurement units (IMUs) to objectively quantify the movements of the user in response to various exercises. The aim of this study was to validate the integration of HoloLens with traditional methods used to analyze the vestibular function in order to obtain precise diagnostic values. METHODS: Twenty-six healthy adults completed the Dynamic Gait Index tests both with a traditional evaluation and while wearing HL2 headset, thus allowing to collect kinematic data of the patients' head and eyes. The subjects had to perform 8 different tasks, and the scores were independently assigned by two otolaryngology specialists. RESULTS: The maximum of the mean position of the walking axis of the subjects was found in the second task (-0.14 ± 0.23 m), while the maximum value of the standard deviation of the walking axis was found in the fifth task (-0.12 ± 0.27 m). Overall, positive results were obtained in regard to the validity of the HL2 use to analyze kinematic features. CONCLUSION: The accurate quantification of gait, movement along the walking axis, and deviation from the normality using HL2 provide an initial evidence for its useful adoption as a valuable tool in gait and mobility assessment.


Assuntos
Realidade Aumentada , Realidade Virtual , Adulto , Humanos , Marcha/fisiologia , Caminhada/fisiologia , Vertigem
9.
BMC Med Educ ; 23(1): 144, 2023 Mar 03.
Artigo em Inglês | MEDLINE | ID: mdl-36869306

RESUMO

BACKGROUND: Basic surgical skills teaching is often delivered with didactic audio-visual content, and new digital technologies may allow more engaging and effective ways of teaching to be developed. The Microsoft HoloLens 2 (HL2) is a multi-functional mixed reality headset. This prospective feasibility study sought to assess the device as a tool for enhancing technical surgical skills training. METHODS: A prospective randomised feasibility study was conducted. 36 novice medical students were trained to perform a basic arteriotomy and closure using a synthetic model. Participants were randomised to receive a structured surgical skills tutorial via a bespoke mixed reality HL2 tutorial (n = 18), or via a standard video-based tutorial (n = 18). Proficiency scores were assessed by blinded examiners using a validated objective scoring system and participant feedback collected. RESULTS: The HL2 group showed significantly greater improvement in overall technical proficiency compared to the video group (10.1 vs. 6.89, p = 0.0076), and a greater consistency in skill progression with a significantly narrower range of scores (SD 2.48 vs. 4.03, p = 0.026). Participant feedback showed the HL2 technology to be more interactive and engaging with minimal device related problems experienced. CONCLUSIONS: This study has demonstrated that mixed reality technology may provide a higher quality educational experience, improved skill progression and greater consistency in learning when compared to traditional teaching methodologies for basic surgical skills. Further work is required to refine, translate, and evaluate the scalability and applicability of the technology across a broad range of skills-based disciplines.


Assuntos
Realidade Aumentada , Humanos , Estudos de Viabilidade , Estudos Prospectivos , Tecnologia , Aprendizagem
11.
IEEE Trans Biomed Eng ; 70(4): 1413-1421, 2023 04.
Artigo em Inglês | MEDLINE | ID: mdl-36301782

RESUMO

OBJECTIVE: Since Augmented Reality (AR) and 3D visualization have proven to be of great significance to the safety and effectiveness of surgical outcomes, will autostereoscopic 3D AR without glasses bring new opportunities for surgical navigation of laparoscopic surgery? METHODS: We used the CPD-based deformation registration algorithm and the proposed virtual view generation algorithm, realizing a deformable autostereoscopic 3D AR navigation framework for laparoscopic surgery. The depth perception and user experience of the 3D AR navigation were evaluated compared with the 2D AR display using an in-vitro porcine heart and offline clinical partial nephrectomy laparoscopic images. RESULTS: The autostereoscopic 3D AR allowed participants to have a more consistent spatial perception as well as a shorter measuring time than 2D AR with significant difference of p < 0.05. It can also improve relative depth perception for smaller distance separation of objects < = 3.28 mm. However, the autostereoscopic 3D AR perceived a worse experience compared to 2D AR in the user experience. CONCLUSION: Autostereoscopic 3D AR shows a more efficient and robust sense of spatial scale than 2D AR with better potential to shorten the operating time and improve surgical outcomes than 2D AR, but image blur and distortion are issues that must be solved to improve the perception effect. High precise registration and high fluency visualization requirements could make autostereoscopic 3D AR navigation for soft tissue more challenging. SIGNIFICANCE: Our work lays a theoretical foundation for the further development of laparoscopic surgical navigation.


Assuntos
Realidade Aumentada , Laparoscopia , Cirurgia Assistida por Computador , Animais , Suínos , Algoritmos , Coração
12.
Anat Sci Educ ; 16(1): 87-98, 2023 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-34894205

RESUMO

Binocular disparity provides one of the important depth cues within stereoscopic three-dimensional (3D) visualization technology. However, there is limited research on its effect on learning within a 3D augmented reality (AR) environment. This study evaluated the effect of binocular disparity on the acquisition of anatomical knowledge and perceived cognitive load in relation to visual-spatial abilities. In a double-center randomized controlled trial, first-year (bio)medical undergraduates studied lower extremity anatomy in an interactive 3D AR environment either with a stereoscopic 3D view (n = 32) or monoscopic 3D view (n = 34). Visual-spatial abilities were tested with a mental rotation test. Anatomical knowledge was assessed by a validated 30-item written test and 30-item specimen test. Cognitive load was measured by the NASA-TLX questionnaire. Students in the stereoscopic 3D and monoscopic 3D groups performed equally well in terms of percentage correct answers (written test: 47.9 ± 15.8 vs. 49.1 ± 18.3; P = 0.635; specimen test: 43.0 ± 17.9 vs. 46.3 ± 15.1; P = 0.429), and perceived cognitive load scores (6.2 ± 1.0 vs. 6.2 ± 1.3; P = 0.992). Regardless of intervention, visual-spatial abilities were positively associated with the specimen test scores (η2 = 0.13, P = 0.003), perceived representativeness of the anatomy test questions (P = 0.010) and subjective improvement in anatomy knowledge (P < 0.001). In conclusion, binocular disparity does not improve learning anatomy. Motion parallax should be considered as another important depth cue that contributes to depth perception during learning in a stereoscopic 3D AR environment.


Assuntos
Anatomia , Realidade Aumentada , Humanos , Disparidade Visual , Percepção de Profundidade , Anatomia/educação , Aprendizagem
13.
Hum Factors ; 65(4): 651-662, 2023 06.
Artigo em Inglês | MEDLINE | ID: mdl-34078149

RESUMO

OBJECTIVE: Evaluate and model the advantage of a situation awareness (SA) supported by an augmented reality (AR) display for the ground-based joint terminal attack Controller (JTAC), in judging and describing the spatial relations between objects in a hostile zone. BACKGROUND: The accurate world-referenced description of relative locations of surface objects, when viewed from an oblique slant angle (aircraft, observation post) is hindered by (1) the compression of the visual scene, amplified at a lower slang angle, (2) the need for mental rotation, when viewed from a non-northerly orientation. APPROACH: Participants viewed a virtual reality (VR)-simulated four-object scene from either of two slant angles, at each of four compass orientations, either unaided, or aided by an AR head-mounted display (AR-HMD), depicting the scene from a top-down (avoiding compression) and north-up (avoiding mental rotation) perspective. They described the geographical layout of four objects within the display. RESULTS: Compared with the control condition, that condition supported by the north-up SA display shortened the description time, particularly on non-northerly orientations (9 s, 30% benefit), and improved the accuracy of description, particularly for the more compressed scene (lower slant angle), as fit by a simple computational model. CONCLUSION: The SA display provides large, significant benefits to this critical phase of ground-air communications in managing an attack-as predicted by the task analysis of the JTAC. APPLICATION: Results impact the design of the AR-HMD to support combat ground-air communications and illustrate the magnitude by which basic cognitive principles "scale up" to realistically simulated real-world tasks such as search and rescue.


Assuntos
Realidade Aumentada , Óculos Inteligentes , Realidade Virtual , Humanos , Conscientização , Interface Usuário-Computador
14.
Vascular ; 31(4): 644-653, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-35404720

RESUMO

OBJECTIVES: The objective is to evaluate the feasibility and interobserver agreement of a Mixed Reality Viewer (MRV) in the assessment of aortoiliac vascular anatomy of abdominal aortic aneurysm (AAA) patients. METHODS: Fifty preoperative computed tomography angiographies (CTAs) of AAA patients were included. CTAs were assessed in a mixed reality (MR) environment with respect to aortoiliac anatomy according to a standardized protocol by two experienced observers (Mixed Reality Viewer, MRV, Brainlab AG, Germany). Additionally, all CTAs were independently assessed applying the same protocol by the same observers using a conventional DICOM viewer on a two-dimensional screen with multi-planar reconstructions (Conventional viewer, CV, GE Centricity PACS RA1000 Workstation, GE, United States). The protocol included four sets of items: calcification, dilatation, patency, and tortuosity as well as the number of lumbar and renal arteries. Interobserver agreement (IA, Cohen's Kappa, κ) was calculated for every item set. RESULTS: All CTAs could successfully be displayed in the MRV (100%). The MRV demonstrated equal or better IA in the assessment of anterior and posterior calcification (κMRV: 0.68 and 0.61, κCV: 0.33 and 0.45, respectively) as well as tortuosity (κMRV: 0.60, κCV: 0.48) and dilatation (κMRV: 0.68, κCV: 0.67). The CV demonstrated better IA in the assessment of patency (κMRV: 0.74, κCV: 0.93). The CV also identified significantly more lumbar arteries (CV: 379, MRV: 239, p < 0.01). CONCLUSIONS: The MRV is a feasible imaging viewing technology in clinical routine. Future efforts should aim at improving hologram quality and enabling accurate registration of the hologram with the physical patient.


Assuntos
Aneurisma da Aorta Abdominal , Realidade Aumentada , Implante de Prótese Vascular , Procedimentos Endovasculares , Humanos , Variações Dependentes do Observador , Estudos de Viabilidade , Aneurisma da Aorta Abdominal/diagnóstico por imagem , Aneurisma da Aorta Abdominal/cirurgia , Procedimentos Endovasculares/efeitos adversos , Procedimentos Endovasculares/métodos , Implante de Prótese Vascular/métodos , Resultado do Tratamento , Estudos Retrospectivos
15.
Laryngoscope ; 133(2): 227-234, 2023 02.
Artigo em Inglês | MEDLINE | ID: mdl-35548939

RESUMO

OBJECTIVE: To map current literature on the educational use of extended reality (XR) in Otolaryngology-Head and Neck Surgery (OHNS) to inform teaching and research. STUDY DESIGN: Scoping Review. METHODS: A scoping review was conducted, identifying literature through MEDLINE, Ovid Embase, and Web of Science databases. Findings were reported according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for scoping review checklist. Studies were included if they involved OHNS trainees or medical students who used XR for an educational purpose in OHNS. XR was defined as: fully-immersive virtual reality (VR) using head-mounted displays (HMDs), non-immersive and semi-immersive VR, augmented reality (AR), or mixed reality (MR). Data on device use were extracted, and educational outcomes were analyzed according to Kirkpatrick's evaluation framework. RESULTS: Of the 1,434 unique abstracts identified, 40 articles were included. All articles reported on VR; none discussed AR or MR. Twenty-nine articles were categorized as semi-immersive, none used occlusive HMDs therefore, none met modern definitions of immersive VR. Most studies (29 of 40) targeted temporal bone surgery. Using the Kirkpatrick four-level evaluation model, all studies were limited to level-1 (learner reaction) or level-2 (knowledge or skill performance). CONCLUSIONS: Current educational applications of XR in OHNS are limited to VR, do not fully immerse participants and do not assess higher-level learning outcomes. The educational OHNS community would benefit from a shared definition for VR technology, assessment of skills transfer (level-3 and higher), and deliberate testing of AR, MR, and procedures beyond temporal bone surgery. Laryngoscope, 133:227-234, 2023.


Assuntos
Realidade Aumentada , Otolaringologia , Realidade Virtual , Humanos
16.
Psicol. ciênc. prof ; 43: e252949, 2023. graf
Artigo em Português | LILACS, INDEXPSI | ID: biblio-1440791

RESUMO

As startups são empresas que apresentam modelos de negócios marcados pela inovação, rapidez, flexibilidade e alta capacidade de adaptação aos mercados. Atuando em diferentes setores socioeconômicos, elas prometem criar e transformar produtos e serviços. A emergência e disseminação dessas empresas ocorrem em um momento histórico de mudanças iniciadas a partir de 1970 e marcadas pelas crises geradas com o esgotamento do paradigma da sociedade urbano industrial. No Brasil, o número desse modelo de negócio apresentou uma expansão expressiva, alcançando a marca de 13.374 nos últimos cinco anos. Atento a esse cenário, o objetivo desta pesquisa consistiu em compreender como sujeitos, grupos e instituições atribuem sentidos à experiência de trabalho nas chamadas startups. Na parte teórica, as condições sociais e econômicas que possibilitaram a emergência e disseminação das startups são analisadas em uma perspectiva crítica. A parte empírica, por sua vez, apresenta depoimentos de empreendedores relatando o contexto geral de atuação nas startups. Ao final deste artigo, conclui-se que há uma instrumentalização capitalística de componentes subjetivos específicos selecionados e colocados em circulação para fortalecer o modo de produção capitalista financeirizado.(AU)


Startups are companies that have business models characterized by innovation, speed, flexibility, and a high capacity to adapt to markets. Operating in different socioeconomic sectors, they promise to create and transform products and services. The emergence and dissemination of these companies occur at a historical moment of changes that began from 1970 and are marked by the crises generated by the exhaustion of the paradigm of industrial urban society. In Brazil, the number of businesses in this model showed a significant expansion, reaching 13,374 companies in the last five years. Attentive to this scenario, the objective of this research was to understand how subjects, groups, and institutions attribute meanings to the work experience in so-called startups. In the theoretical part, the social and economic conditions that enabled the emergence and dissemination of startups are analyzed in a critical perspective. The empirical part presents entrepreneurs reporting the general context of action in startups. At the end of this article, it is concluded that there is a capitalistic instrumentalization of specific subjective components that are selected and put into circulation to strengthen the financed capitalist production.(AU)


Las startups son empresas que tienen modelos de negocio marcados por la innovación, la velocidad, la flexibilidad y una alta capacidad de adaptación a los mercados. Desde diferentes sectores socioeconómicos, las startups prometen crear y transformar productos y servicios. La aparición y difusión de estas empresas se produce en un momento histórico de cambios que comenzó a partir de 1970 y que está marcado por crisis generadas por el agotamiento del paradigma de la sociedad urbana industrial. En Brasil, estas empresas se expandieron significativamente alcanzando la marca de 13.374 empresas en los últimos cinco años. En este escenario, el objetivo de esta investigación fue entender cómo los sujetos, grupos e instituciones atribuyen significados a la experiencia laboral en las startups. En la parte teórica, se analizan las condiciones sociales y económicas que permitieron el surgimiento y la difusión de las startups en una perspectiva crítica. La parte empírica presenta testimonios de emprendedores que informan sobre el trabajo en startups. La investigación concluye que hay una instrumentalización capitalista de componentes subjetivos específicos que se seleccionan y ponen en circulación para fortalecer el modo de producción capitalista financiero.(AU)


Assuntos
Humanos , Masculino , Feminino , Satisfação Pessoal , Psicologia Social , Trabalho , Organizações , Capitalismo , Organização e Administração , Inovação Organizacional , Grupo Associado , Personalidade , Política , Corporações Profissionais , Prática Profissional , Psicologia , Relações Públicas , Gestão de Riscos , Segurança , Salários e Benefícios , Ajustamento Social , Mudança Social , Valores Sociais , Tecnologia , Pensamento , Jornada de Trabalho , Tomada de Decisões Gerenciais , Proposta de Concorrência , Financiamento de Capital , Inteligência Artificial , Conferências de Consenso como Assunto , Cultura Organizacional , Saúde , Pessoal Administrativo , Saúde Ocupacional , Técnicas de Planejamento , Adolescente , Empreendedorismo , Readaptação ao Emprego , Setor Privado , Modelos Organizacionais , Entrevista , Gestão da Qualidade Total , Gerenciamento do Tempo , Eficiência Organizacional , Comportamento Competitivo , Recursos Naturais , Comportamento do Consumidor , Serviços Contratados , Benchmarking , Patente , Serviços Terceirizados , Evolução Cultural , Marketing , Difusão de Inovações , Competição Econômica , Eficiência , Emprego , Eventos Científicos e de Divulgação , Comercialização de Produtos , Estudos de Avaliação como Assunto , Agroindústria , Planejamento , Ensaios de Triagem em Larga Escala , Empresa de Pequeno Porte , Rede Social , Administração Financeira , Invenções , Crowdsourcing , Computação em Nuvem , Equilíbrio Trabalho-Vida , Participação dos Interessados , Crescimento Sustentável , Liberdade , Big Data , Utilização de Instalações e Serviços , Comércio Eletrônico , Blockchain , Desenho Universal , Realidade Aumentada , Inteligência , Investimentos em Saúde , Meios de Comunicação de Massa , Ocupações
17.
Sensors (Basel) ; 22(23)2022 Dec 06.
Artigo em Inglês | MEDLINE | ID: mdl-36502261

RESUMO

Condition assessment of civil engineering structures has been an active research area due to growing concerns over the safety of aged as well as new civil structures. Utilization of emerging immersive visualization technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in the architectural, engineering, and construction (AEC) industry has demonstrated that these visualization tools can be paradigm-shifting. Extended Reality (XR), an umbrella term for VR, AR, and MR technologies, has found many diverse use cases in the AEC industry. Despite this exciting trend, there is no review study on the usage of XR technologies for the condition assessment of civil structures. Thus, the present paper aims to fill this gap by presenting a literature review encompassing the utilization of XR technologies for the condition assessment of civil structures. This study aims to provide essential information and guidelines for practitioners and researchers on using XR technologies to maintain the integrity and safety of civil structures.


Assuntos
Realidade Aumentada , Realidade Virtual , Engenharia , Tecnologia
18.
J Med Syst ; 46(12): 102, 2022 Nov 24.
Artigo em Inglês | MEDLINE | ID: mdl-36418760

RESUMO

INTRODUCTION: Surgical skill assessment utilises direct observation and feedback by an expert which is potentially subjective, therefore obtaining objective data for hand and eye tracking is essential. Our aim was to evaluate a wearable mixed reality (MR) headset in these domains. METHODS: Participants with differing levels of surgical expertise [novice (N), intermediate (I) & expert (E)] performed 4 simulated surgical tasks; 2 general dexterity (tasks 1&2) and 2 surgical skills (tasks 3&4) wearing the MR headset capturing their hand and eye movements (median & range). Metrics included hand path length and the speed of each index or thumb tip. Gaze data were also captured. Participant demographics, prior expertise and current experience were captured with an electronic survey. Data were analysed with a Shapiro-Wilk test or ANOVA as appropriate. A p-value of < 0.05 was significant. RESULTS: Thirty-six participants were analysed (N = 18, I = 8, E = 8). Tasks 1&2 revealed 2 speed outcomes (left index and left-hand speed) which were significant. For tasks 3&4, various outcomes were significant: path length for left hand (N:45 cm vs. I:31 cm vs. E:27 cm, p = 0.03) and right hand (N:48 cm vs. I:29 cm vs. E:28 cm, p = 0.01) and total time (N:456s vs. I:292 vs. E: 245, p = 0.0002). With left-hand-tying, average path length (N:61 cm vs. I:39 vs. E:36, p = 0.04), average speed (N:11 cm/s vs. I:23 vs. E:24, p = 0.03), and total time (N:156s vs. I:43 vs. E:37, p = 0.003) were significant. The gaze-tracking was not statistically significant. CONCLUSION: The MR headset can be utilised as a valid tool for surgical performance assessment. Outcomes including path length and speed can be valuable metrics captured by the MR Headset during the task completion for detecting surgical proficiency.


Assuntos
Realidade Aumentada , Humanos , Mãos/cirurgia , Extremidade Superior , Benchmarking , Movimentos Oculares
19.
IEEE Trans Image Process ; 31: 7206-7221, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36367913

RESUMO

With the development of multimedia technology, Augmented Reality (AR) has become a promising next-generation mobile platform. The primary value of AR is to promote the fusion of digital contents and real-world environments, however, studies on how this fusion will influence the Quality of Experience (QoE) of these two components are lacking. To achieve better QoE of AR, whose two layers are influenced by each other, it is important to evaluate its perceptual quality first. In this paper, we consider AR technology as the superimposition of virtual scenes and real scenes, and introduce visual confusion as its basic theory. A more general problem is first proposed, which is evaluating the perceptual quality of superimposed images, i.e., confusing image quality assessment. A ConFusing Image Quality Assessment (CFIQA) database is established, which includes 600 reference images and 300 distorted images generated by mixing reference images in pairs. Then a subjective quality perception experiment is conducted towards attaining a better understanding of how humans perceive the confusing images. Based on the CFIQA database, several benchmark models and a specifically designed CFIQA model are proposed for solving this problem. Experimental results show that the proposed CFIQA model achieves state-of-the-art performance compared to other benchmark models. Moreover, an extended ARIQA study is further conducted based on the CFIQA study. We establish an ARIQA database to better simulate the real AR application scenarios, which contains 20 AR reference images, 20 background (BG) reference images, and 560 distorted images generated from AR and BG references, as well as the correspondingly collected subjective quality ratings. Three types of full-reference (FR) IQA benchmark variants are designed to study whether we should consider the visual confusion when designing corresponding IQA algorithms. An ARIQA metric is finally proposed for better evaluating the perceptual quality of AR images. Experimental results demonstrate the good generalization ability of the CFIQA model and the state-of-the-art performance of the ARIQA model. The databases, benchmark models, and proposed metrics are available at: https://github.com/DuanHuiyu/ARIQA.


Assuntos
Realidade Aumentada , Humanos , Algoritmos , Bases de Dados Factuais
20.
Front Public Health ; 10: 923271, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36211703

RESUMO

Background: The acceleration of population aging calls for simple and effective interventions catered for older people. Gerontechnology, the combination of gerontology and technology, can promote quality of life in older adults. However, public health-related events incorporating information communication technology (ICT) for older people have seldom been evaluated. Objective: We reported the development and evaluation of two simple and brief digital health promotion games hosted at the annual Hong Kong Gerontech and Innovation Expo cum Summit (GIES) in 2018 and 2019 to promote well-being. Methods: Two game booths (Dinosaur Augmented Reality photo-taking in 2018, Sit-and-Stand fitness challenge in 2019) were designed by our interdisciplinary team. Four gaming technologies were employed: augmented reality, chroma key (green screen), motion detection and 3D modeling. Immediately after the game, we administered a brief questionnaire survey to assess participant satisfaction, happiness and perceived benefits, and collected qualitative data through observations and informal interviews. Results: Majority of 1,186 and 729 game booth participants in 2018 and 2019, respectively, were female (73.4% and 64.7%) and older adults (65.5 and 65.2%). Overall satisfaction toward the game booths was high (4.64 ± 0.60 and 4.54 ± 0.68 out of 5), with females and older adults reporting higher scores. Average personal and family happiness of participants in 2018 were 8.2 and 8.0 (out of 10). 90.3 and 18.4% of participants in 2019 chose one or more personal (e.g. enhance healthy living habits 62.4%, enhance personal happiness 61.6%) and family (e.g. enhance family happiness 15.6%, improve family relationships 10.8%) benefits of the game booth, respectively. Participants showed enthusiasm toward the technologies, and pride in their physical abilities in the fitness challenge. Conclusion: Our report on the development and evaluation of brief game interventions with ICT showed high satisfaction and immediate perceived benefits in community participants. Females and older adults reported higher satisfaction. Simple tools measuring happiness and perceived benefits showed positive results. Older adults were receptive and enthusiastic about the new technologies. Our findings can inform researchers and organizers of similar events. More research on simple and enjoyable ICT interventions is needed to attract older adults and promote their well-being. Trial registration: The research protocol was registered at the National Institutes of Health (Identifier number: NCT03960372) on May 23, 2019.


Assuntos
Realidade Aumentada , Qualidade de Vida , Idoso , Feminino , Promoção da Saúde , Hong Kong , Humanos , Masculino , Inquéritos e Questionários , Estados Unidos
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