Defining a Work Support and Training Tool for Automation Design Engineers

Author(s):  
Paula Savioja ◽  
Leena Salo ◽  
Outi Laitinen ◽  
David Hästbacka ◽  
Topi Judén ◽  
...  
2007 ◽  
Vol 40 (16) ◽  
pp. 124-129
Author(s):  
Outi Laitinen ◽  
Leena Salo ◽  
David Hästbacka ◽  
Teemu Tommila ◽  
Seppo Kuikka ◽  
...  

2021 ◽  
Vol 135 (2) ◽  
pp. 176-178 ◽  
Author(s):  
A Sawhney ◽  
R Bidaye ◽  
A Khanna

AbstractBackgroundPeritonsillar abscess, or quinsy, is one of the most common emergency presentations to ENT departments, and is the most common deep tissue infection of the head and neck. In the UK, junior members of the ENT team are regularly required to independently assess, diagnose and treat patients with peritonsillar aspiration or incision and drainage.IssueInexperienced practitioners can stumble at several obstacles: poor access due to trismus; poor lighting; difficulty in learning the therapeutic procedure; and difficulty in accurately documenting findings and treatment.SolutionTo counter these and other difficulties, the authors describe the routine use of video endoscopy as a training tool and therapeutic adjunct in the management of quinsy.


Author(s):  
James M. Ritchie ◽  
Raymond C. W. Sung ◽  
Theodore Lim

The effective capture of legacy knowledge and information during all aspects of the product development cycle is one of the biggest remaining challenges in engineering companies. Life Cycle Engineering requires the capture of engineering information and knowledge created during design sessions to support knowledge reuse, product reengineering and training. In the past, many attempts have been made to determine if this is possible; however, those that are partially successful are very time consuming, expensive to implement and interrupt the engineers’ creativity. This work investigates and demonstrates new and novel paradigms for knowledge and information capture by adapting and applying a well recognised knowledge capture methodology to suit the non-intrusive automated real time logging, capture and post processing of engineering knowledge using a head-mounted display virtual reality (VR) design system. This logging is accomplished during individual cable harness design tasks carried out by 12 cable harness design engineers from five industrial partners to demonstrate the effective, unobtrusive and automatic capture and representation of various forms of engineering design knowledge and information. The formats were subsequently evaluated by the engineers to determining those they consider best at conveying design knowledge and information for other engineers.


Mechatronics ◽  
1996 ◽  
Vol 6 (4) ◽  
pp. 423-436 ◽  
Author(s):  
Ping-Lang Yen ◽  
Roger D. Hibberd ◽  
Brian L. Davies

2017 ◽  
Vol 68 (2) ◽  
pp. 115-120
Author(s):  
Natalie Thone ◽  
Matías Winter ◽  
Raimundo J. García-Matte ◽  
Claudia González
Keyword(s):  

Author(s):  
Michael Kopcak ◽  
Kent Wika ◽  
Bridget Portway ◽  
Linnea Lentz ◽  
Angela Brockel ◽  
...  

Abstract The Anatomage Table was originally marketed to medical schools as an anatomical training tool and to hospitals for preoperative planning. When Medtronic employees began to understand the power of the Anatomage Table for product development and data analysis, the uniqueness of how the table was utilized led to its many valuable contributions. The Anatomage Table has significantly reduced product development time with its ability to immediately render anatomical models in a way that allows the development team to evaluate outcomes and react with clear direction. It also reduces cognitive load for the users thereby expediting the interpretive process. The technology has become a tool to enhance research and training outcomes. This paper serves as an example to stimulate the use of this type of technology in similar applications. Hard data originating from controlled studies are not provided in this report due to the technology’s early use at Medtronic and the proprietary nature of the development processes on which the technology was used.


Gamification ◽  
2015 ◽  
pp. 1586-1608
Author(s):  
Claudia Ribeiro ◽  
Tiago Antunes ◽  
João Pereira ◽  
Micaela Monteiro

At present, medical knowledge is experiencing an exponential growth. This results in serious difficulties to healthcare professionals in keeping up to date. At the same time, medical education is mostly taught using traditional learning methodologies, not always the most efficient. Recently however, there has been a significant increase in the use of computer games for both teaching and training as several published studies are showing that serious games can be more efficient when compared to traditional learning methodologies. Although the current number of serious games used in medical education is still very limited, the authors agree that it's application could lead to the improvement of medical knowledge and skills. This paper describes the serious game Critical Transport which is based on the Portuguese Society of Intensive Care's recommendations for the transport of critically ill patients, as well as the results of a pre/post-test study focused in determining the Critical Transport serious game efficiency as a training tool for training medical students.


Sign in / Sign up

Export Citation Format

Share Document