RESUMO
Digitisation has become a common practice in the preservation of museum collections. Recent development of photogrammetry techniques allows for more accessible acquisition of three-dimensional (3D) models that serve as accurate representations of their originals. One of the potential applications of this is presenting digital collections as virtual museums to engage the public. Medical museums, particularly, would benefit from digitisation of their collections as many of them are closed to the public.The aim of this project was to design and create an interactive virtual museum which would represent the Anatomy Museum at the University of Glasgow with key specimens digitised using photogrammetry techniques. Members of the general public (25 participants) were asked to evaluate the usability and effectiveness of the interactive application by completing questionnaires.A process to digitise anatomical specimens using photogrammetry and convert them into game-ready 3D models was developed. The results demonstrated successful generation of 3D models of specimens preserved using different techniques, including specimens preserved in fluid and glass jars. User tests and evaluation of the application by members of the general public were positive, with participants agreeing that they would now consider visiting the real museum after using the virtual version.
Assuntos
Anatomia , Museus , Fotogrametria , Realidade Virtual , Anatomia/métodos , Anatomia/tendências , Humanos , Museus/tendências , Inquéritos e QuestionáriosRESUMO
Game-based applications (apps) and serious games enable educationalists to teach complex life sciences topics. Gamification principles (i.e. challenges, problem solving, critical thinking) improve learners' motivation and can also help science communicators discuss important scientific subjects and their real-world context in an effective, enjoyable manner. The aim of this study was to design, develop and evaluate a science communication game-based app, entitled Collect the Bones, Avoid the Cones, on human skull anatomy for use in public engagement activities with younger audiences. Specifically, the app contextualised three-dimensional (3D) skull anatomy within a narrative about cycling and helmet safety. The app was tested at the Glasgow Science Centre, with ethical approval from the Glasgow School of Art, to assess its potential pedagogical value, in terms of pre- and post-app knowledge and confidence, and general user evaluation. In total, 50 participants were recruited (mean age 15.6 ± 1.647, range 7-64) with 62% of participants aged 7-12. Usability and educational value were rated highly with 70% of participants agreeing they could use the app without any external instructions and 90% agreeing they understand the anatomy of the skull better after app use. The enjoyability of the game was also positively perceived with 94% of participants agreeing they enjoyed the game. Although there was no statistical significance in pre- and post-app knowledge scores, there was a statistically significant increase in players' confidence relating to skull anatomy (pre-app: 3.00 ± 1.265, post-app: 4.00 ± 1.00, Z = -5.111, p < 0.001). These results provide promising insight into the potential of game-based apps for public engagement in anatomical sciences. Future research on how the app influences attitudes towards helmet use in different demographic groups would be valuable in identifying its full pedagogical potential.
Assuntos
Educação em Saúde , Resolução de Problemas , Jogos de Vídeo , Adolescente , Osso e Ossos , Criança , Comunicação , Educação em Saúde/métodos , Educação em Saúde/normas , Humanos , Motivação , Crânio/anatomia & histologia , Jogos de Vídeo/estatística & dados numéricosRESUMO
The daily fluctuations that govern an organism's physiology and behaviour are referred to as the circadian rhythm. Dramatic changes in our internal or external environment can affect these fluctuations by causing them to shift abnormally. Chronic readjustment in circadian rhythmicity can lead to health defects that extend throughout the organism. These patterns have been known to affect nearly every facet of our health, from our mental state to our physiological wellbeing. Thus, it is important for healthcare professionals from a range of backgrounds to comprehend these connections early on in their education and incorporate this knowledge into patient guidance and treatment.Traditionally, the teaching of the circadian rhythm is undertaken by didactic teaching, 2-dimensional (2D) diagrams, and biochemical processes shown from a fixed perspective. There has been a surge in technologies used to develop educational products, but the field of the circadian rhythm has been lagging behind.Therefore, the purpose of this study was to create an interactive learning application for the end-stage user, incorporating industry standard and widely available software packages. Using a mixture of 3DS Max, Photoshop, MeshLab, Mudbox, Unity and Pro Tools, we created a fully interactive package incorporating educational resources and an interactive self test quiz section.Here, we demonstrate a simple workflow methodology that can be used in the creation of a fully interactive learning application for the circadian rhythm, and its wider effects on the human body. With a small-scale study based on feedback demonstrating positive results, and with limited resources in this field, there is enormous potential for this to be applied in the educational and wider public engagement environment related to the circadian rhythm. Indeed, this also provides an excellent framework and platform for development of educational resources for any type of field that needs modernising and updating with modern technological advances, engaging a wider audience.
Assuntos
Biologia/educação , Biologia/métodos , Ritmo Circadiano , Imageamento Tridimensional , Mamíferos , Treinamento por Simulação , Animais , Tecnologia Educacional/métodos , Tecnologia Educacional/normas , Humanos , Software , Fluxo de TrabalhoRESUMO
Pancreatic cancer is a leading cause of cancer related deaths in the UK. However, public knowledge and understanding of the pancreas is generally poor, therefore pancreatic cancer patients often have to contend with understanding large quantities of new information at a pivotal time in their lives.Despite utilisation of digital visualisation techniques in medical education, very rarely are they being used to help clinicians communicate information to their patients. Specifically, there is no literature describing use of an interactive digital application for use by healthcare professionals to aid discussions specific to pancreatic cancer.Therefore, we developed a workflow methodology, and created an interactive application, thus creating a tool that could help clinicians explain pancreatic cancer anatomy, and staging, to their patients. Three-dimensional (3D) digital models were created using ZBrush and Autodesk 3DS Max, and exported into the Unity game engine. Within Unity, the interactivity of models was maximally utilised, and a simple user interface created.The application centres on anatomically accurate, visually simple, 3D digital models, demonstrating a variety of common scenarios that arise in pancreatic cancer. The design of the application is such that the clinician can select which model is relevant to the patient, and can give an explanation of the anatomy and disease process at a speed and level appropriate to that person. This simple, robust and effective workflow methodology for the development of an application could be useful in any clinical setting that needs visual and interactive tools to enhance patient understanding of a clinical condition.
Assuntos
Neoplasias Pancreáticas , Educação de Pacientes como Assunto , Fluxo de Trabalho , Pessoal de Saúde , Humanos , Imageamento Tridimensional , Neoplasias Pancreáticas/psicologia , Neoplasias Pancreáticas/terapia , Educação de Pacientes como Assunto/métodos , Educação de Pacientes como Assunto/organização & administraçãoRESUMO
Rheumatoid arthritis (RA) affects around 1% of the population, which places a heavy burden on society and has severe consequences for the individuals affected. The early diagnosis and implementation of disease-modifying anti-rheumatic drugs significantly increase the chance of achieving long-term sustained remission. Therefore, raising awareness of RA amongst the general public is important in order to decrease the time of diagnosis of the disease. Augmented reality (AR) can be tremendously valuable in a teaching and learning context, as the coexistence of real and virtual objects aids learners in understanding abstract ideas and complicated spatial relationships. It has also been suggested that it raises motivation in users through interactivity and novelty. In this chapter we explore the use AR in public engagement, and detail the design, development and evaluation of a blended learning experience utilising AR. A set of informative printed posters was produced, enhanced by an accompanying interactive AR application. The main user testing was conducted with 27 participants at a science outreach event at the Glasgow Science Centre. Findings report mean positive attitudes regarding all aspects of the study, highlighting the potential of AR for public engagement with topics such as RA.
Assuntos
Alergia e Imunologia/educação , Realidade Aumentada , Educação de Pacientes como Assunto/métodos , Reumatologia/educação , Artrite Reumatoide , Humanos , AprendizagemRESUMO
Diabetes is one of the most prevalent chronic health conditions in the world; with a range of diabetes-related mobile applications available to the public to aid in glycaemic control and self-management. Statistically, adherence to medication is extremely low in adolescents with Type 1 Diabetes Mellitus (T1DM), therefore, this paper focuses on the research and design of an interactive and educational concept mobile application aimed at early to mid-adolescents to aid in their understanding of T1DM. As visual elements are an essential part of the design, this research outlines how visual components were designed specifically for adolescents with T1DM.
Assuntos
Diabetes Mellitus Tipo 1/terapia , Aplicativos Móveis , Adolescente , Humanos , AutocuidadoRESUMO
Data-intensive research depends on tools that manage multidimensional, heterogeneous datasets. We built OME Remote Objects (OMERO), a software platform that enables access to and use of a wide range of biological data. OMERO uses a server-based middleware application to provide a unified interface for images, matrices and tables. OMERO's design and flexibility have enabled its use for light-microscopy, high-content-screening, electron-microscopy and even non-image-genotype data. OMERO is open-source software, available at http://openmicroscopy.org/.
Assuntos
Sistemas de Gerenciamento de Base de Dados , Bases de Dados Factuais , Interpretação de Imagem Assistida por Computador/métodos , Armazenamento e Recuperação da Informação/métodos , Modelos Biológicos , Software , Interface Usuário-Computador , Animais , Biologia/métodos , Simulação por Computador , HumanosRESUMO
Data sharing is important in the biological sciences to prevent duplication of effort, to promote scientific integrity, and to facilitate and disseminate scientific discovery. Sharing requires centralized repositories, and submission to and utility of these resources require common data formats. This is particularly challenging for multidimensional microscopy image data, which are acquired from a variety of platforms with a myriad of proprietary file formats (PFFs). In this paper, we describe an open standard format that we have developed for microscopy image data. We call on the community to use open image data standards and to insist that all imaging platforms support these file formats. This will build the foundation for an open image data repository.
Assuntos
Bases de Dados Factuais/normas , Armazenamento e Recuperação da Informação/normas , Microscopia/métodos , Biologia Computacional/métodos , Bases de Dados Factuais/tendências , Processamento de Imagem Assistida por Computador/métodos , Processamento de Imagem Assistida por Computador/normas , Armazenamento e Recuperação da Informação/métodos , Armazenamento e Recuperação da Informação/tendências , Internet , Software , Interface Usuário-ComputadorRESUMO
The explosion in quantitative imaging has driven the need to develop tools for storing, managing, analyzing, and viewing large sets of data. In this chapter, we discuss tools we have built for storing large data sets for the lifetime of a typical research project. As part of the Open Microscopy Environment (OME) Consortium, we have built a series of open-source tools that support the manipulation and visualization of large sets of complex image data. Images from a number of proprietary file formats can be imported and then accessed from a single server running in a laboratory or imaging facility. We discuss the capabilities of the OME Server, a Perl-based data management system that is designed for large-scale analysis of image data using a web browser-based user interface. In addition, we have recently released a lighter weight Java-based OME Remote Objects Server that supports remote applications for managing and viewing image data. Together these systems provide a suite of tools for large-scale quantitative imaging that is now commonly used throughout cell and developmental biology.