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This study aimed at developing a noncontact authentication system using event-related pupillary response (ErPR) epochs in an augmented reality (AR) environment. Thirty participants were shown in a rapid serial visual presentation consisting of familiar and unknown human photographs. ErPR was compared with event-related potential (ERP). ERP and ErPR amplitudes for familiar faces were significantly larger compared with those for stranger faces. The ERP-based authentication system exhibited perfect accuracy using a linear support vector machine classifier. A quadratic discriminant analysis classifier trained using ErPR features achieved high accuracy (97%) and low false acceptance (0.03) and false rejection (0.03) rates. The correlation coefficients between ERP and ErPR amplitudes were 0.452-0.829, and the corresponding Bland-Altman plots showed a fairly good agreement between them. The ErPR-based authentication system allows noncontact authentication of persons without the burden of sensor attachment via low-cost, noninvasive, and easily implemented technology in an AR environment.
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Alzheimer's disease (AD) is a progressive disease leading to cognitive decline, and to prevent it, researchers seek to diagnose mild cognitive impairment (MCI) early. Particularly, non-amnestic MCI (naMCI) is often mistaken for normal aging as the representative symptom of AD, memory decline, is absent. Subjective cognitive decline (SCD), an intermediate step between normal aging and MCI, is crucial for prediction or early detection of MCI, which determines the presence of AD spectrum pathology. We developed a computer-based cognitive task to classify the presence or absence of AD pathology and stage within the AD spectrum, and attempted to perform multi-stage classification through electroencephalography (EEG) during resting and memory encoding state. The resting and memory-encoding states of 58 patients (20 with SCD, 10 with naMCI, 18 with aMCI, and 10 with AD) were measured and classified into four groups. We extracted features that could reflect the phase, spectral, and temporal characteristics of the resting and memory-encoding states. For the classification, we compared nine machine learning models and three deep learning models using Leave-one-subject-out strategy. Significant correlations were found between the existing neurophysiological test scores and performance of our computer-based cognitive task for all cognitive domains. In all models used, the memory-encoding states realized a higher classification performance than resting states. The best model for the 4-class classification was cKNN. The highest accuracy using resting state data was 67.24%, while it was 93.10% using memory encoding state data. This study involving participants with SCD, naMCI, aMCI, and AD focused on early Alzheimer's diagnosis. The research used EEG data during resting and memory encoding states to classify these groups, demonstrating the significance of cognitive process-related brain waves for diagnosis. The computer-based cognitive task introduced in the study offers a time-efficient alternative to traditional neuropsychological tests, showing a strong correlation with their results and serving as a valuable tool to assess cognitive impairment with reduced bias.
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Enfermedad de Alzheimer , Ondas Encefálicas , Humanos , Enfermedad de Alzheimer/diagnóstico , Electroencefalografía , Computadores , Pruebas NeuropsicológicasRESUMEN
Brain-computer interfaces (BCIs) have a potential to revolutionize human-computer interaction by enabling direct links between the brain and computer systems. Recent studies are increasingly focusing on practical applications of BCIs-e.g., home appliance control just by thoughts. One of the non-invasive BCIs using electroencephalography (EEG) capitalizes on event-related potentials (ERPs) in response to target stimuli and have shown promise in controlling home appliance. In this paper, we present a comprehensive dataset of online ERP-based BCIs for controlling various home appliances in diverse stimulus presentation environments. We collected online BCI data from a total of 84 subjects among whom 60 subjects controlled three types of appliances (TV: 30, door lock: 15, and electric light: 15) with 4 functions per appliance, 14 subjects controlled a Bluetooth speaker with 6 functions via an LCD monitor, and 10 subjects controlled air conditioner with 4 functions via augmented reality (AR). Using the dataset, we aimed to address the issue of inter-subject variability in ERPs by employing the transfer learning in two different approaches. The first approach, "within-paradigm transfer learning," aimed to generalize the model within the same paradigm of stimulus presentation. The second approach, "cross-paradigm transfer learning," involved extending the model from a 4-class LCD environment to different paradigms. The results demonstrated that transfer learning can effectively enhance the generalizability of BCIs based on ERP across different subjects and environments.
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Objective: To investigate the quantitative electroencephalography (EEG) features associated with a high risk of sudden unexpected death in epilepsy (SUDEP) in patients with Dravet syndrome (DS). Methods: Patients with DS and healthy controls (HCs) who underwent EEG were included in the study. EEG signals were recorded using a 21 channel digital EEG system, and pre-processed data were analyzed to identify quantitative EEG features associated with a high SUDEP risk. To assess the risk of SUDEP, SUDEP-7 scores were used. Results: A total of 64 patients with DS [38 males and 26 females, aged: 128.51 ± 75.50 months (range: 23-380 months)], and 13 HCs [7 males and 6 females, aged: 95.46 ± 86.48 months (range: 13-263 months)] were included. For the absolute band power, the theta power was significantly higher in the high-SUDEP group than in the low-SUDEP group in the central brain region. For the relative band power, the theta power was also significantly higher in the high-SUDEP group than in the low-SUDEP group in the central and occipital brain regions. The alpha power was significantly lower in the high-SUDEP group than in the low-SUDEP group in the central and parietal brain regions. Conclusion: Patients with high SUDEP-7 scores have different EEG features from those with low SUDEP-7 scores, suggesting that EEG may be used as a biomarker of SUDEP in DS. Significance: Early intervention in patients with DS at a high risk of SUDEP can reduce mortality and morbidity. Patients with high theta band powers warrant high-level supervision.
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BACKGROUND: Internet gaming disorder (IGD) is receiving increasing attention owing to its effects on daily living and psychological function. METHODS: In this study, electroencephalography was used to compare neural activity triggered by repeated presentation of a stimulus in healthy controls (HCs) and those with IGD. A total of 42 adult men were categorized into two groups (IGD, n = 21) based on Y-IAT-K scores. Participants were required to watch repeated presentations of video games while wearing a head-mounted display, and the delta (D), theta (T), alpha (A), beta (B), and gamma (G) activities in the prefrontal (PF), central (C), and parieto-occipital (PO) regions were analyzed. RESULTS: The IGD group exhibited higher absolute powers of DC, DPO, TC, TPO, BC, and BPO than HCs. Among the IGD classification models, a neural network achieves the highest average accuracy of 93% (5-fold cross validation) and 84% (test). CONCLUSIONS: These findings may significantly contribute to a more comprehensive understanding of the neurological features associated with IGD and provide potential neurological markers that can be used to distinguish between individuals with IGD and HCs.
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Conducta Adictiva , Juegos de Video , Masculino , Adulto , Humanos , Conducta Adictiva/psicología , Ansia , Trastorno de Adicción a Internet , Electroencefalografía , InternetRESUMEN
The phenomena of brain-computer interface-inefficiency in transfer rates and reliability can hinder development and use of brain-computer interface technology. This study aimed to enhance the classification performance of motor imagery-based brain-computer interface (three-class: left hand, right hand, and right foot) of poor performers using a hybrid-imagery approach that combined motor and somatosensory activity. Twenty healthy subjects participated in these experiments involving the following three paradigms: (1) Control-condition: motor imagery only, (2) Hybrid-condition I: combined motor and somatosensory stimuli (same stimulus: rough ball), and (3) Hybrid-condition II: combined motor and somatosensory stimuli (different stimulus: hard and rough, soft and smooth, and hard and rough ball). The three paradigms for all participants, achieved an average accuracy of 63.60±21.62%, 71.25±19.53%, and 84.09±12.79% using the filter bank common spatial pattern algorithm (5-fold cross-validation), respectively. In the poor performance group, the Hybrid-condition II paradigm achieved an accuracy of 81.82%, showing a significant increase of 38.86% and 21.04% in accuracy compared to the control-condition (42.96%) and Hybrid-condition I (60.78%), respectively. Conversely, the good performance group showed a pattern of increasing accuracy, with no significant difference between the three paradigms. The Hybrid-condition II paradigm provided high concentration and discrimination to poor performers in the motor imagery-based brain-computer interface and generated the enhanced event-related desynchronization pattern in three modalities corresponding to different types of somatosensory stimuli in motor and somatosensory regions compared to the Control-condition and Hybrid-condition I. The hybrid-imagery approach can help improve motor imagery-based brain-computer interface performance, especially for poorly performing users, thus contributing to the practical use and uptake of brain-computer interface.
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Head-mounted display (HMD) virtual reality devices can facilitate positive experiences such as co-presence and deep immersion; however, motion sickness (MS) due to these experiences hinders the development of the VR industry. This paper proposes a method for assessing MS caused by watching VR content on an HMD using cardiac features. Twenty-eight undergraduate volunteers participated in the experiment by watching VR content on a 2D screen and HMD for 12 min each, and their electrocardiogram signals were measured. Cardiac features were statistically analyzed using analysis of covariance (ANCOVA). The proposed model for classifying MS was implemented in various classifiers using significant cardiac features. The results of ANCOVA reveal a significant difference between 2D and VR viewing conditions, and the correlation coefficients between the subjective ratings and cardiac features have significant results in the range of -0.377 to -0.711 (for SDNN, pNN50, and ln HF) and 0.653 to 0.677 (for ln VLF and ln VLF/ln HF ratio). Among the MS classification models, the linear support vector machine achieves the highest average accuracy of 91.1% (10-fold cross validation) and has a significant permutation test outcome. The proposed method can contribute to quantifying MS and establishing viewer-friendly VR by determining its qualities.
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Mareo por Movimiento , Gafas Inteligentes , Realidad Virtual , HumanosRESUMEN
Sepsis is a life-threatening condition with a high mortality rate. Early prediction and treatment are the most effective strategies for increasing survival rates. This paper proposes a neural architecture search (NAS) model to predict the onset of sepsis with a low computational cost and high search performance by applying a genetic algorithm (GA). The proposed model shares the weights of all possible connection nodes internally within the neural network. Externally, the search cost is reduced through the weight-sharing effect between the genotypes of the GA. A predictive analysis was performed using the Medical Information Mart for Intensive Care III (MIMIC-III), a medical time-series dataset, with the primary objective of predicting sepsis onset 3 h before occurrence. In addition, experiments were conducted under various prediction times (0-12 h) for comparison. The proposed model exhibited an area under the receiver operating characteristic curve (AUROC) score of 0.94 (95% CI: 0.92-0.96) for 3 h, which is 0.31-0.26 higher than the scores obtained using the Sequential Organ Failure Assessment (SOFA), quick SOFA (qSOFA), and Simplified Acute Physiology Score (SAPS) II scoring systems. Furthermore, the proposed model exhibited a 12% improvement in the AUROC value over a simple model based on the long short-term memory neural network. Additionally, it is not only optimally searchable for sepsis onset prediction, but also outperforms conventional models that use similar predictive purposes and datasets. Notably, it is sufficiently robust to shape changes in the input data and has less structural dependence.
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Unidades de Cuidados Intensivos , Sepsis , Algoritmos , Cuidados Críticos , Mortalidad Hospitalaria , Humanos , Curva ROC , Estudios Retrospectivos , Sepsis/diagnósticoRESUMEN
The motor imagery (MI)-based brain-computer interface (BCI) is an intuitive interface that provides control over computer applications directly from brain activity. However, it has shown poor performance compared to other BCI systems such as P300 and SSVEP BCI. Thus, this study aimed to improve MI-BCI performance by training participants in MI with the help of sensory inputs from tangible objects (i.e., hard and rough balls), with a focus on poorly performing users. The proposed method is a hybrid of training and imagery, combining motor execution and somatosensory sensation from a ball-type stimulus. Fourteen healthy participants participated in the somatosensory-motor imagery (SMI) experiments (within-subject design) involving EEG data classification with a three-class system (signaling with left hand, right hand, or right foot). In the scenario of controlling a remote robot to move it to the target point, the participants performed MI when faced with a three-way intersection. The SMI condition had a better classification performance than did the MI condition, achieving a 68.88% classification performance averaged over all participants, which was 6.59% larger than that in the MI condition (p < 0.05). In poor performers, the classification performance in SMI was 10.73% larger than in the MI condition (62.18% vs. 51.45%). However, good performers showed a slight performance decrement (0.86%) in the SMI condition compared to the MI condition (80.93% vs. 81.79%). Combining the brain signals from the motor and somatosensory cortex, the proposed hybrid MI-BCI system demonstrated improved classification performance, this phenomenon was predominant in poor performers (eight out of nine subjects). Hybrid MI-BCI systems may significantly contribute to reducing the proportion of BCI-inefficiency users and closing the performance gap with other BCI systems.
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The aim of this study was to determine the effect of heartbeat-evoked potentials (HEPs) on the performance of an event-related potential (ERP)-based classification of mental workload (MWL). We produced low- and high-MWLs using a mental arithmetic task and measured the ERP response of 14 participants. ERP trials were divided into three conditions based on the effect of HEPs on ERPs: ERPHEP, containing the heartbeat in a period of 280-700ms in ERP epochs after the target; ERPA-HEP, not including the heartbeat within the same period; and ERPT, all trials including ERPA-HEP and ERPHEP. We then compared MWL classification performance using the amplitude and latency of the P600 ERP among the three conditions. The ERPA-HEP condition achieved an accuracy of 100% using a radial basis function-support vector machine (with 10-fold cross-validation), showing an increase of 14.3 and 28.6% in accuracy compared to ERPT (85.7%) and ERPHEP (71.4%), respectively. The results suggest that evoked potentials caused by heartbeat overlapped or interfered with the ERPs and weakened the ERP response to stimuli. This study reveals the effect of the evoked potentials induced by heartbeats on the performance of the MWL classification based on ERPs.
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The proliferating and excessive use of internet games has caused various comorbid diseases, such as game addiction, which is now a major social problem. Recently, the American Psychiatry Association classified "Internet gaming disorder (IGD)" as an addiction/mental disorder. Although many studies have been conducted on the diagnosis, treatment, and prevention of IGD, screening studies for IGD are still scarce. In this study, we classified gamers using multiple physiological signals to contribute to the treatment and prevention of IGD. Participating gamers were divided into three groups based on Young's Internet Addiction Test score and average game time as follows: Group A, those who rarely play games; Group B, those who enjoy and play games regularly; and Group C, those classified as having IGD. In our game-related cue-based experiment, we obtained self-reported craving scores and multiple physiological data such as electrooculogram (EOG), photoplethysmogram (PPG), and electroencephalogram (EEG) from the users while they watched neutral (natural scenery) or stimulating (gameplay) videos. By analysis of covariance (ANCOVA), 13 physiological features (vertical saccadic movement from EOG, standard deviation of N-N intervals, and PNN50 from PPG, and many EEG spectral power indicators) were determined to be significant to classify the three groups. The classification was performed using a 2-layers feedforward neural network. The fusion of three physiological signals showed the best result compared to other cases (combination of EOG and PPG or EEG only). The accuracy was 0.90 and F-1 scores were 0.93 (Group A), 0.89 (Group B), and 0.88 (Group C). However, the subjective self-reported scores did not show a significant difference among the three groups by ANCOVA analysis. The results indicate that the fusion of physiological signals can be an effective method to objectively classify gamers.
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Both physiological and neurological mechanisms are reflected in pupillary rhythms via neural pathways between the brain and pupil nerves. This study aims to interpret the phenomenon of motion sickness such as fatigue, anxiety, nausea and disorientation using these mechanisms and to develop an advanced non-contact measurement method from an infrared webcam. Twenty-four volunteers (12 females) experienced virtual reality content through both two-dimensional and head-mounted device interpretations. An irregular pattern of the pupillary rhythms, demonstrated by an increasing mean and standard deviation of pupil diameter and decreasing pupillary rhythm coherence ratio, was revealed after the participants experienced motion sickness. The motion sickness was induced while watching the head-mounted device as compared to the two-dimensional virtual reality, with the motion sickness strongly related to the visual information processing load. In addition, the proposed method was verified using a new experimental dataset for 23 participants (11 females), with a classification performance of 89.6% (n = 48) and 80.4% (n = 46) for training and test sets using a support vector machine with a radial basis function kernel, respectively. The proposed method was proven to be capable of quantitatively measuring and monitoring motion sickness in real-time in a simple, economical and contactless manner using an infrared camera.
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Mareo por Movimiento , Realidad Virtual , Fatiga , Femenino , Humanos , Pupila , Percepción VisualRESUMEN
Assistant devices such as meal-assist robots aid individuals with disabilities and support the elderly in performing daily activities. However, existing meal-assist robots are inconvenient to operate due to non-intuitive user interfaces, requiring additional time and effort. Thus, we developed a hybrid brain-computer interface-based meal-assist robot system following three features that can be measured using scalp electrodes for electroencephalography. The following three procedures comprise a single meal cycle. (1) Triple eye-blinks (EBs) from the prefrontal channel were treated as activation for initiating the cycle. (2) Steady-state visual evoked potentials (SSVEPs) from occipital channels were used to select the food per the user's intention. (3) Electromyograms (EMGs) were recorded from temporal channels as the users chewed the food to mark the end of a cycle and indicate readiness for starting the following meal. The accuracy, information transfer rate, and false positive rate during experiments on five subjects were as follows: accuracy (EBs/SSVEPs/EMGs) (%): (94.67/83.33/97.33); FPR (EBs/EMGs) (times/min): (0.11/0.08); ITR (SSVEPs) (bit/min): 20.41. These results revealed the feasibility of this assistive system. The proposed system allows users to eat on their own more naturally. Furthermore, it can increase the self-esteem of disabled and elderly peeople and enhance their quality of life.
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Interfaces Cerebro-Computador , Robótica , Anciano , Electroencefalografía , Potenciales Evocados Visuales , Humanos , Estimulación Luminosa , Calidad de VidaRESUMEN
BACKGROUND: Small-incision lenticule extraction (SMILE) is a surgical procedure for the refractive correction of myopia and astigmatism, which has been reported as safe and effective. However, over- and under-correction still occur after SMILE. The necessity of nomograms is emphasized to achieve optimal refractive results. Ophthalmologists diagnose nomograms by analyzing the preoperative refractive data with their individual knowledge which they accumulate over years of experience. Our aim was to predict the nomograms of sphere, cylinder, and astigmatism axis for SMILE accurately by applying machine learning algorithm. METHODS: We retrospectively analyzed the data of 3,034 eyes composed of four categorical features and 28 numerical features selected from 46 features. The multiple linear regression, decision tree, AdaBoost, XGBoost, and multi-layer perceptron were employed in developing the nomogram models for sphere, cylinder, and astigmatism axis. The scores of the root-mean-square error (RMSE) and accuracy were evaluated and compared. Subsequently, the feature importance of the best models was calculated. RESULTS: AdaBoost achieved the highest performance with RMSE of 0.1378, 0.1166, and 5.17 for the sphere, cylinder, and astigmatism axis, respectively. The accuracies of which error below 0.25 D for the sphere and cylinder nomograms and 25° for the astigmatism axis nomograms were 0.969, 0.976, and 0.994, respectively. The feature with the highest importance was preoperative manifest refraction for all the cases of nomograms. For the sphere and cylinder nomograms, the following highly important feature was the surgeon. CONCLUSIONS: Among the diverse machine learning algorithms, AdaBoost exhibited the highest performance in the prediction of the sphere, cylinder, and astigmatism axis nomograms for SMILE. The study proved the feasibility of applying artificial intelligence (AI) to nomograms for SMILE. Also, it may enhance the quality of the surgical result of SMILE by providing assistance in nomograms and preventing the misdiagnosis in nomograms.
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Inteligencia Artificial , Astigmatismo , Nomogramas , Adulto , Astigmatismo/cirugía , Femenino , Humanos , Modelos Lineales , Masculino , Persona de Mediana Edad , Pruebas de VisiónRESUMEN
Recently, the World Health Organization included 'gaming disorder' in its latest revision of the international classification of diseases (ICD-11). Despite extensive research on internet gaming disorder (IGD), few studies have addressed game-related stimuli eliciting craving, which plays an important role in addiction. Particularly, most previous studies did not consider personal preferences in games presented to subjects as stimuli. In this study, we compared neurophysiological responses elicited for favorite game (FG) videos and non-favorite game (NFG) videos. We aimed to demonstrate neurophysiological characteristics according to the game preference in the IGD group. We measured participants' electroencephalogram (EEG) while they watched FG, NFG and neutral videos. For FG videos, the parieto-occipital theta power (TPPO) were significantly increased compared with those for NFG videos (P < 0.05, paired t-test). TPPO also differed significantly between the healthy control and IGD groups only on FG videos controlling covariate (TPPO on neutral videos) (P < 0.05, analysis of covariance [ANCOVA]). And TPPO was significantly correlated to self-reported craving score only on FG videos (r = 0.334, P < 0.05). In the present study, we demonstrate that FG videos induce higher TPPO than that induced by NFG videos in the IGD group and TPPO is a reliable EEG feature associated with craving for gaming.
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Conducta Adictiva , Juegos de Video , Ansia , Electroencefalografía , Humanos , Trastorno de Adicción a InternetRESUMEN
This study aimed to develop an intuitive gait-related motor imagery (MI)-based hybrid brain-computer interface (BCI) controller for a lower-limb exoskeleton and investigate the feasibility of the controller under a practical scenario including stand-up, gait-forward, and sit-down. A filter bank common spatial pattern (FBCSP) and mutual information-based best individual feature (MIBIF) selection were used in the study to decode MI electroencephalogram (EEG) signals and extract a feature matrix as an input to the support vector machine (SVM) classifier. A successive eye-blink switch was sequentially combined with the EEG decoder in operating the lower-limb exoskeleton. Ten subjects demonstrated more than 80% accuracy in both offline (training) and online. All subjects successfully completed a gait task by wearing the lower-limb exoskeleton through the developed real-time BCI controller. The BCI controller achieved a time ratio of 1.45 compared with a manual smartwatch controller. The developed system can potentially be benefit people with neurological disorders who may have difficulties operating manual control.
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Interfaces Cerebro-Computador , Electroencefalografía , Dispositivo Exoesqueleto , Humanos , Imaginación , Máquina de Vectores de SoporteRESUMEN
Operating Room (OR) managers frequently encounter uncertainties related to real-time scheduling, especially on the day of surgery. It is necessary to enable earlier identification of uncertainties occurring in the perioperative environment. This study aims to propose a framework for resilient surgical scheduling by identifying uncertainty factors affecting the real-time surgical scheduling through a mixed-methods study. We collected the pre- and post-surgical scheduling data for twenty days and a one-day observation data in a top-tier general university hospital in South Korea. Data were compared and analyzed for any changes related to the dimensions of uncertainty. The observations in situ of surgical scheduling were performed to confirm our findings from the quantitative data. Analysis was divided into two phases of fundamental uncertainties categorization (conceptual, technical and personal) and uncertainties leveling for effective decision-making strategies. Pre- and post-surgical scheduling data analysis showed that unconfirmed patient medical conditions and emergency cases are the main causes of frequent same-day surgery schedule changes, with derived factors that affect the scheduling pattern (time of surgery, overtime surgery, surgical procedure changes and surgery duration). The observation revealed how the OR manager controlled the unexpected events to prevent overtime surgeries. In conclusion, integrating resilience approach to identifying uncertainties and managing event changes can minimize potential risks that may compromise the surgical personnel and patients' safety, thereby promoting higher resilience in the current system. Furthermore, this strategy may improve coordination among personnel and increase surgical scheduling efficiency.
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Eficiencia Organizacional , Quirófanos , Admisión y Programación de Personal , Hospitales Universitarios , Humanos , República de Corea , IncertidumbreRESUMEN
STATEMENT OF PROBLEM: Patients with partial tooth loss treated with implant-supported fixed partial dentures (FPDs) have difficulty using conventional mandibular advancement devices (MADs) because of the risk of side effects. Also, which design factors affect biomechanical stability when designing MADs with better stability is unclear. PURPOSE: The purpose of this finite element (FE) analysis study was to analyze the effect of the MAD design on biomechanical behavior and to propose a new design process for improving the stability of MADs. MATERIAL AND METHODS: Each 3D model consisted of the maxillofacial bones, teeth, and implant-supported FPDs located in the left tooth loss area from the first premolar to the second molar and a MAD. Three types of custom-made MADs were considered: a complete-coverage MAD covering natural tooth-like conventional MADs, a shortened MAD excluding the coverage on the implant-supported FPD, and a newly designed MAD without anterior coverage. For the new MAD design, topology optimization was conducted to reduce the stress exerted on the teeth and to improve retention of the MAD. The new MAD design was finished by excluding the coverage of the maxillary and mandibular central incisors based on the results of the topology optimization. A mandibular posterior restorative force for a protrusion amount of 40% was used as the loading condition. The principal stress and pressure of the cancellous bone and periodontal ligaments (PDLs) were identified. RESULTS: Considering the load concentration induced by the complete-coverage MAD, bone resorption risk and root resorption risk were observed at both ends of the mandibular teeth. The shortened MAD resulted in the highest stress concentration and pressure with the worst stability. However, in the case of the complete-coverage MAD, the pressure in the PDLs was reduced to the normal range, and the risk of root resorption was reduced. CONCLUSIONS: For patients with implant-supported FPDs, MAD designs with different extents of coverage had an influence on biomechanical behavior in terms of stress distribution in cancellous bone and PDLs. A MAD design without anterior coverage provided improved stability compared with complete-coverage or shortened designs. The presented method for MAD design, which combined FE analysis and topology optimization, could be effectively applied in the design of such improved MADs.
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Implantes Dentales , Prótesis Dental de Soporte Implantado , Dentadura Parcial Fija , Análisis de Elementos Finitos , Humanos , Ferulas OclusalesRESUMEN
Internet gaming disorder in adolescents and young adults has become an increasing public concern because of its high prevalence rate and potential risk of alteration of brain functions and organizations. Cue exposure therapy is designed for reducing or maintaining craving, a core factor of relapse of addiction, and is extensively employed in addiction treatment. In a previous study, we proposed a machine-learning-based method to detect craving for gaming using multimodal physiological signals including photoplethysmogram, galvanic skin response, and electrooculogram. Our previous study demonstrated that a craving for gaming could be detected with a fairly high accuracy; however, as the feature vectors for the machine-learning-based detection of the craving of a user were selected based on the physiological data of the user that were recorded on the same day, the effectiveness of the reuse of the machine learning model constructed during the previous experiments, without any further calibration sessions, was still questionable. This "high test-retest reliability" characteristic is of importance for the practical use of the craving detection system because the system needs to be repeatedly applied to the treatment processes as a tool to monitor the efficacy of the treatment. We presented short video clips of three addictive games to nine participants, during which various physiological signals were recorded. This experiment was repeated with different video clips on three different days. Initially, we investigated the test-retest reliability of 14 features used in a craving detection system by computing the intraclass correlation coefficient. Then, we classified whether each participant experienced a craving for gaming in the third experiment using various classifiers-the support vector machine, k-nearest neighbors (kNN), centroid displacement-based kNN, linear discriminant analysis, and random forest-trained with the physiological signals recorded during the first or second experiment. Consequently, the craving/non-craving states in the third experiment were classified with an accuracy that was comparable to that achieved using the data of the same day; thus, demonstrating a high test-retest reliability and the practicality of our craving detection method. In addition, the classification performance was further enhanced by using both datasets of the first and second experiments to train the classifiers, suggesting that an individually customized game craving detection system with high accuracy can be implemented by accumulating datasets recorded on different days under different experimental conditions.