scholarly journals An eye-tracking based robotic scrub nurse: proof of concept

Author(s):  
Ahmed Ezzat ◽  
Alexandros Kogkas ◽  
Josephine Holt ◽  
Rudrik Thakkar ◽  
Ara Darzi ◽  
...  

Abstract Background Within surgery, assistive robotic devices (ARD) have reported improved patient outcomes. ARD can offer the surgical team a “third hand” to perform wider tasks and more degrees of motion in comparison with conventional laparoscopy. We test an eye-tracking based robotic scrub nurse (RSN) in a simulated operating room based on a novel real-time framework for theatre-wide 3D gaze localization in a mobile fashion. Methods Surgeons performed segmental resection of pig colon and handsewn end-to-end anastomosis while wearing eye-tracking glasses (ETG) assisted by distributed RGB-D motion sensors. To select instruments, surgeons (ST) fixed their gaze on a screen, initiating the RSN to pick up and transfer the item. Comparison was made between the task with the assistance of a human scrub nurse (HSNt) versus the task with the assistance of robotic and human scrub nurse (R&HSNt). Task load (NASA-TLX), technology acceptance (Van der Laan’s), metric data on performance and team communication were measured. Results Overall, 10 ST participated. NASA-TLX feedback for ST on HSNt vs R&HSNt usage revealed no significant difference in mental, physical or temporal demands and no change in task performance. ST reported significantly higher frustration score with R&HSNt. Van der Laan’s scores showed positive usefulness and satisfaction scores in using the RSN. No significant difference in operating time was observed. Conclusions We report initial findings of our eye-tracking based RSN. This enables mobile, unrestricted hands-free human–robot interaction intra-operatively. Importantly, this platform is deemed non-inferior to HSNt and accepted by ST and HSN test users.

Perfusion ◽  
2019 ◽  
Vol 34 (7) ◽  
pp. 544-551 ◽  
Author(s):  
Frank Merkle ◽  
Dino Kurtovic ◽  
Christoph Starck ◽  
Cynthia Pawelke ◽  
Sina Gierig ◽  
...  

Background: Performing cardiopulmonary bypass is a complex task which involves evaluating visual input from patient monitors and technical parameters displayed at the heart-lung machine console as well as reacting to other sensory input. Only few studies are available concerning the competency requirements for clinical cardiovascular perfusionists, including attention, perception, and coping with mental stress. This study aims at evaluating attention, perception, and stress levels of clinical cardiovascular perfusionists during cardiopulmonary bypass. Methods: Nine clinical cardiovascular perfusionists voluntarily offered to participate in the study. Participants were asked to wear Tobii 2 eye-tracking glasses throughout the procedures. Specific time points were analyzed (cardiopulmonary bypass on, initial cardioplegia delivery, steady state, cross-clamp off, and weaning from cardiopulmonary bypass). Data acquisition was supplemented by participants’ self-evaluation regarding their stress levels and by National Aeronautics and Space Administration Task Load Index (NASA TLX) questionnaires. Results: Seven datasets were sufficient to be evaluated. The clinical cardiovascular perfusionists’ professional experience ranged from 0.5 to 24 years. Evaluation of eye-tracking data revealed large variations in areas of interest hits, fixation, and dwell times. Across all phases, the venous reservoir, mean arterial pressure, arterial pump display, cardioplegia control, and data management system received the highest levels of attention. Pupil diameter measurements increased at start of cardiopulmonary bypass, cardioplegia delivery, and weaning off, but returned to base level during steady state. Clinical cardiovascular perfusionists’ self-evaluation showed that subjective stress level was highest at the start and the end of the procedure. NASA TLX questionnaires revealed medium-to-high mental and temporal workloads, but low physical workloads. Performance, effort, and frustration indices showed medium workloads. Conclusion: During cardiopulmonary bypass, perfusionists are subjected to stress. Peak stress levels were highest during start and end of cardiopulmonary bypass. Furthermore, visual attention and perception varied between the operative phases. Further studies are indicated to evaluate the design of heart-lung machines and stress-coping strategies during cardiopulmonary bypass.


2020 ◽  
Vol 14 (2) ◽  
pp. 132-151
Author(s):  
Nadine Marie Moacdieh ◽  
Shannon P. Devlin ◽  
Hussein Jundi ◽  
Sara Lu Riggs

High mental workload, in addition to changes in workload, can negatively affect operators, but it is not clear how sudden versus gradual workload transitions influence performance and visual attention allocation. This knowledge is important as sudden shifts in workload are common in multitasking domains. The objective of this study was to investigate, using performance and eye tracking metrics, how constant versus variable levels of workload affect operators in the context of a dual-task paradigm. An unmanned aerial vehicle command and control simulation varied task load between low, high, gradually transitioning from low to high, and suddenly transitioning from low to high. Performance on a primary and secondary task and several eye tracking measures were calculated. There was no significant difference between sudden and gradual workload transitions in terms of performance or attention allocation overall; however, both sudden and gradual workload transitions changed participants’ strategy in dealing with the primary and secondary task as compared to low/high workload. Also, eye tracking metrics that are not frequently used, such as transition rate and stationary entropy, provided more insight into performance differences. These metrics can potentially be used to better understand operators’ strategies and could form the basis of an adaptive display.


2018 ◽  
Vol 6 (1) ◽  
pp. 10-14
Author(s):  
Katherine Couturier ◽  
Travis Whitfill ◽  
Ambika Bhatnagar ◽  
Rajavee A Panchal ◽  
John Parker ◽  
...  

BackgroundThe delivery and initial resuscitation of a newborn infant are required but rarely practised skills in emergency medicine. Deliveries in the emergency department are high-risk events and deviations from best practices are associated with poor outcomes.IntroductionTelemedicine can provide emergency medicine providers real-time access to a Neonatal Resuscitation Program (NRP)-trained paediatric specialist. We hypothesised that adherence to NRP guidelines would be higher for participants with access to a remotely located NRP-trained paediatric specialist via telemedicine compared with participants without access.Materials and methodsProspective single-centre randomised trial. Emergency Medicine residents were randomised into a telemedicine or standard care group. The participants resuscitated a simulated, apnoeic and bradycardic neonate. In the telemedicine group a remote paediatric specialist participated in the resuscitation. Simulations were video recorded and assessed for adherence to guidelines using four critical actions. The secondary outcome of task load was measured through participants’ completion of the NASA Task Load Index (NASA-TLX) and reviewers completed a detailed NRP checklist.ResultsTwelve participants were included. The use of telemedicine was associated with significantly improved adherence to three of the four critical actions reflecting NRP guidelines as well as a significant improvement in the overall score (p<0.001). On the NASA-TLX, no significant difference was seen in overall subjective workload assessment, but of the subscore components, frustration was statistically significantly greater in the control group (p<0.001).ConclusionsIn this study, telemedicine improved adherence to NRP guidelines. Future work is needed to replicate these findings in the clinical environment.


2021 ◽  
Vol 9 (3B) ◽  
Author(s):  
Nurul Izzah Abd Rahman ◽  
◽  
Siti Zawiah Md Dawal ◽  
Nukman Yusoff ◽  
◽  
...  

The ageing drivers’ population is increasing rapidly, and they are exposed to disabilities due to degenerative processes, thus affecting their driving performance. The main objective of this study is to determine the mental workload of ageing drivers, while the second objective is to compare the mental workload between ageing drivers and control group. The methodology consisted of on-the-road experimental driving tasks that comprised three levels of situation complexity. The NASA-Task Load Index (NASA-TLX) and electroencephalogram (EEG) were measured on 30 drivers. The NASA-TLX scores revealed that the ageing drivers’ mean physical demand score was the highest compared to others in moderately complex situation and very complex situation, scoring 37.25 and 43.50, respectively. Meanwhile, for electroencephalogram signals’ fluctuation, results showed that situation complexity had significant effects on RPθ and RPα of channel locations FZPZ and O1O2. There was a significant difference in the weighted workload scores for the ageing drivers and control group in simple situation, while there was no significant difference found in RPθ and RPα bands at all channel locations. The findings would be beneficial as a guideline for designers, manufacturers, developers, and policy makers in designing better driving environment for ageing drivers.


Author(s):  
Arun Sivananthan ◽  
Alexandros Kogkas ◽  
Ben Glover ◽  
Ara Darzi ◽  
George Mylonas ◽  
...  

Abstract Background Interventional endoluminal therapy is rapidly advancing as a minimally invasive surgical technique. The expanding remit of endoscopic therapy necessitates precision control. Eye tracking is an emerging technology which allows intuitive control of devices. This was a feasibility study to establish if a novel eye gaze-controlled endoscopic system could be used to intuitively control an endoscope. Methods An eye gaze-control system consisting of eye tracking glasses, specialist cameras and a joystick was used to control a robotically driven endoscope allowing steering, advancement, withdrawal and retroflexion. Eight experienced and eight non-endoscopists used both the eye gaze system and a conventional endoscope to identify ten targets in two simulated environments: a sphere and an upper gastrointestinal (UGI) model. Completion of tasks was timed. Subjective feedback was collected from each participant on task load (NASA Task Load Index) and acceptance of technology (Van der Laan scale). Results When using gaze-control endoscopy, non-endoscopists were significantly quicker when using gaze-control rather than conventional endoscopy (sphere task 3:54 ± 1:17 vs. 9:05 ± 5:40 min, p = 0.012, and UGI model task 1:59 ± 0:24 vs 3:45 ± 0:53 min, p < .001). Non-endoscopists reported significantly higher NASA-TLX workload total scores using conventional endoscopy versus gaze-control (80.6 ± 11.3 vs 22.5 ± 13.8, p < .001). Endoscopists reported significantly higher total NASA-TLX workload scores using gaze control versus conventional endoscopy (54.2 ± 16 vs 26.9 ± 15.3, p = 0.012). All subjects reported that the gaze-control had positive ‘usefulness’ and ‘satisfaction’ score of 0.56 ± 0.83 and 1.43 ± 0.51 respectively. Conclusions The novel eye gaze-control system was significantly quicker to use and subjectively lower in workload when used by non-endoscopists. Further work is needed to see if this would translate into a shallower learning curve to proficiency versus conventional endoscopy. The eye gaze-control system appears feasible as an intuitive endoscope control system. Hybrid gaze and hand control may prove a beneficial technology to evolving endoscopic platforms.


Author(s):  
Hugh David ◽  
Regis Mollard ◽  
Phillipe Gabon ◽  
Bruno Farbos

Eight Air Traffic Controllers carried out four TRACON II exercises using a graphic and a keyboard interface in low and high traffic. An iView head-mounted eye-tracking device was used. Electroencephalograms, (EEG), Electro-oculograms (EOG) and Electrocardiograms (EKG) were also measured, and on-line observations recorded using the Noldus Observer System. Subjective self-assessments, including the NASA-TLX (Task Load indeX) were employed. Significant events during the exercises were also identified for detailed analysis.


2020 ◽  
Vol 11 (42) ◽  
pp. 180-204
Author(s):  
Mehmet İlker Berkman ◽  
Güven Çatak ◽  
Mıstık Çağın Eremektar

Since the contemporary game production process is based on the Integrated Development Environment (IDE) applications, it is easier for developers to create multiple versions of their game for both VR and desktop platforms. This provided a great opportunity for researchers to conduct comparative studies to explore the user experience of the relatively novel virtual reality applications In this study, we evaluated a puzzle game through a within-subjects experiment design using objective measures of game success and gameplay duration, as well as plenty of subjective measures in order to assess game user experience, comparing desktop and VR. In addition to selected dimensions of GUESS (Game User Experience Satisfaction Scale), we employed MEC-SPQ (Measurement Effects Conditions - Spatial Presence Questionnaire) to measure presence. Furthermore, we employed NASA-TLX (NASA Task Load Index) to compare the perceived task complexity of the same task executed in VR and desktop gaming environments. Results revealed that there is not a significant difference in objective measures of player performance, comparing the VR and desktop gameplay. The Game User Experience Satisfaction Scale did not reveal any significant difference between the mean scores of VR and desktop experiences. The spatial presence related dimensions of MEC-SPQ revealed significantly higher scores of VR, for Possible Actions and Self Location dimensions. NASA-TLX weighted scores were significantly higher for VR in physical load and for desktop in frustration. Our results show that a puzzle-based game experienced in VR does not lead to a higher level of satisfaction in terms of game user experience but triggers a sense of spatial presence. Due to the different control schemes, players perceive that HMD based gameplay demands more physical task load. However, the gameplay duration and game success rate are not significantly different. The failure in desktop gameplay might have led to higher frustration, since the experience seems more familiar to players. Since the results are partially concordant with previous studies, it is not possible to make a strict conclusion on the effect caused by different immersive technologies on game user experience. Further studies are required through a more consistent methodology with a focus on game design components rather than game genre.


Author(s):  
Kirti Sundar Sahu ◽  
Arlene Oetomo ◽  
Niloofar Jalali ◽  
Plinio P. Morita

The World Health Organization declared the coronavirus outbreak as a pandemic on March 11, 2020. To inhibit the spread of COVID-19, governments around the globe, including Canada, have implemented physical distancing and lockdown measures, including a work-from-home policy. Canada in 2020 has developed a 24-Hour Movement Guideline for all ages laying guidance on the ideal amount of physical activity, sedentary behaviour, and sleep (PASS) for an individual in a day. The purpose of this study was to investigate changes on the household and population-level in lifestyle behaviours (PASS) and time spent indoors at the household level, following the implementation of physical distancing protocols and stay-at-home guidelines. For this study, we used 2019 and 2020 data from ecobee, a Canadian smart Wi-Fi thermostat company, through the Donate Your Data (DYD) program. Using motion sensors data, we quantified the amount of sleep by using the absence of movement, and similarly, increased sensor activation to show a longer duration of household occupancy. The key findings of this study were; during the COVID-19 pandemic, overall household-level activity increased significantly compared to pre-pandemic times, there was no significant difference between household-level behaviours between weekdays and weekends during the pandemic, average sleep duration has not changed, but the pattern of sleep behaviour significantly changed, specifically, bedtime and wake up time delayed, indoor time spent has been increased and outdoor time significantly reduced. Our data analysis shows the feasibility of using big data to monitor the impact of the COVID-19 pandemic on the household and population-level behaviours and patterns of change.


2020 ◽  
Vol 26 (1) ◽  
Author(s):  
Amr A. Faddan ◽  
Mahmoud M. Shalaby ◽  
Mohamed Gadelmoula ◽  
Younis Alshamsi ◽  
Daniar K. Osmonov ◽  
...  

Abstract Background The standard surgical treatment of localized prostate cancer (PCa) has been rapidly changed along the last two decades from open to laparoscopic and finally robot-assisted techniques. Herein, we compare the three procedures for radical prostatectomy (RP), namely radical retropubic (RRP), laparoscopic (LRP), and robot-assisted laparoscopic (RALRP) regarding the perioperative clinical outcome and complication rate in four academic institutions. Methods A total of 394 patients underwent RP between January 2016 and December 2018 in four academic institutions; their records were reviewed. We recorded the patient age, BMI, PSA level, Gleason score and TNM stage, type of surgery, the pathological data from the surgical specimen, the perioperative complications, unplanned reoperating, and readmission rates within 3 months postoperatively. Statistical significance was set at (P < 0.05). All reported P values are two-sided. Results A total of 123 patients underwent RALRP, 220 patients underwent RRP, and 51 underwent LRP. There was no statistically significant difference between the three groups regarding age, BMI, prostatic volume, and preoperative PSA. However, there were statistically significant differences between them regarding the operating time (P < .0001), catheterization period (P < .001), hospital stay (P < .0001), and overall complications rate (P = .023). Conclusions The minimally invasive procedures (RALRP and LRP) are followed by a significantly lower complication rate. However, the patients’ factors and surgical experience likely impact perioperative outcomes and complications.


Robotics ◽  
2021 ◽  
Vol 10 (2) ◽  
pp. 54
Author(s):  
Lorenzo Scalera ◽  
Stefano Seriani ◽  
Paolo Gallina ◽  
Mattia Lentini ◽  
Alessandro Gasparetto

In this paper, authors present a novel architecture for controlling an industrial robot via an eye tracking interface for artistic purposes. Humans and robots interact thanks to an acquisition system based on an eye tracker device that allows the user to control the motion of a robotic manipulator with his gaze. The feasibility of the robotic system is evaluated with experimental tests in which the robot is teleoperated to draw artistic images. The tool can be used by artists to investigate novel forms of art and by amputees or people with movement disorders or muscular paralysis, as an assistive technology for artistic drawing and painting, since, in these cases, eye motion is usually preserved.


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