scholarly journals Visualization of Multimodal Brain Connectivity for Neurosurgical Planning Using Handheld Device Augmented Reality

Author(s):  
Daiana Pur ◽  
Denis Kikinov ◽  
Sandrine de Ribaupierre ◽  
Roy Eagleson
2021 ◽  
Vol 11 (2) ◽  
pp. 666
Author(s):  
Angelica Lucia Ritucci ◽  
Leonardo Frizziero ◽  
Alfredo Liverani

The work carried out has the purpose of improving and optimizing various industrial technical operations, such as preventive maintenance, taken here as an example of application, using the Design for Disassembly (DfD) technique. Therefore, through four metaheuristic methods that have been chosen among the most widespread in the field (described below) to make a comparison between them, the optimal disassembly sequence is sought, if it exists, in terms of time and then costs in order to extract a target component without damaging the other mechanical parts of the assembly. The hypothesis that has been tested throughout this case study is “a responsible application of DfD, not only from the design process of a product but also during the disassembly procedure, can bring substantial benefits to the company”. Interaction with a hypothetical operator in charge of the work to be performed is implemented with the use of augmented reality. In fact, through an application programmed for an Android device (in this case, a mobile phone, hence a handheld device), the operator can be instructed step-by-step on the disassembly sequence in dynamics as an animation. Finally, two virtual buttons were added in augmented reality with which the operator can start and pause/resume the animation at any time to facilitate the understanding of the different steps established by the sequence.


2012 ◽  
Vol 17 (2) ◽  
pp. 137-146 ◽  
Author(s):  
Pished Bunnun ◽  
Sriram Subramanian ◽  
Walterio W. Mayol-Cuevas

2016 ◽  
Vol 125 (3) ◽  
pp. 754-758 ◽  
Author(s):  
Behzad Eftekhar

The freehand technique for insertion of an external ventricular drain (EVD) is based on fixed anatomical landmarks and does not take individual variations into consideration. A patient-tailored approach based on augmented-reality techniques using devices such as smartphones can address this shortcoming. The Sina neurosurgical assist (Sina) is an Android mobile device application (app) that was designed and developed to be used as a simple intraoperative neurosurgical planning aid. It overlaps the patient's images from previously performed CT or MRI studies on the image seen through the device camera. The device is held by an assistant who aligns the images and provides information about the relative position of the target and EVD to the surgeon who is performing EVD insertion. This app can be used to provide guidance and continuous monitoring during EVD placement. The author describes the technique of Sina-assisted EVD insertion into the frontal horn of the lateral ventricle and reports on its clinical application in 5 cases as well as the results of ex vivo studies of ease of use and precision. The technique has potential for further development and use with other augmented-reality devices.


Leonardo ◽  
2014 ◽  
Vol 47 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Patrick Lichty

From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual spatial environment. Commercial applications are numerous, including entertainment, sales, and navigation. Even though AR-based works can be traced back to the late 1990s, AR work requires some understanding of coding and tethered imaging equipment. It was not until marker-based AR, affording lower entries to usage, as well as geo-locational AR-based media, using handheld devices and tablets, that augmented reality as an art medium would propagate. While one can argue that AR-based art is a convergence of handheld device art and virtual reality, there are intrinsic gestures specific to augmented reality that make it unique. The author looks at some historical examples of AR as well as critical issues of AR-based gestures such as compounding the gaze, problematizing the retinal, and the representational issues of informatic overlays. This generates four gestural vectors, analogous to those defined in “The Translation of Art in Virtual Worlds,” which is examined through case studies. From this, a visual theory of augmentation will be proposed.


2019 ◽  
Vol 3 (4) ◽  
pp. 73 ◽  
Author(s):  
Emmanouel Rovithis ◽  
Nikolaos Moustakas ◽  
Andreas Floros ◽  
Kostas Vogklis

Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds to express their content and mechanics. Existing ARAG implementations have focused on exploring the surroundings and navigating to virtual sound sources as the main mode of interaction. This paper suggests that gestural activity with a handheld device can realize complex modes of sonic interaction in the augmented environment, resulting in an enhanced immersive game experience. The ARAG “Audio Legends” was designed and tested to evaluate the usability and immersion of a system featuring an exploration phase based on auditory navigation, as well as an action phase, in which players aim at virtual sonic targets and wave the device to hit them or hold the device to block them. The results of the experiment provide evidence that players are easily accustomed to auditory navigation and that gestural sonic interaction is perceived as difficult, yet this does not affect negatively the system’s usability and players’ immersion. Findings also include indications that elements, such as sound design, the synchronization of sound and gesture, the fidelity of audio augmentation, and environmental conditions, also affect significantly the game experience, whereas background factors, such as age, sex, and game or music experience, do not have any critical impact.


2021 ◽  
Author(s):  
Deepak Kumar Dash ◽  
Dileep Chandran Nair ◽  
Srinivas Potluri

Abstract For drilling contractors, the moment of truth is the operations at the site. If the technician at the site encounters a problem he can't solve, then everything stops. The team has to wait for a subject matter expert (SME) to arrive at the site to diagnose rectify the problem. Such process of SME mobilization and till that time Non-Productive Time (NPT) results in loss of hundreds of thousands of dollars. Hence the key challenge is converting the Sparse to Adequate availability of Right Knowledge at Right Time at Right Place, for the support of technicians. This paper is focused on the approach of moving from Hand Held devices to Hands-Free environment at sites and connecting local/global support to site support systems, to reduce cost, improve HSE and enhance operational performance. The augmented reality technology-enabled, smart glass laced headsets are rugged, zone 1 certified, and are voice-operated which are better than smart tablets which were considered during Technology Qualification Process. Evaluation criteria were: 1. Availability and follow up of the digital work instruction while operating. Moreover, not missing a single step of work instruction while inspection or maintenance continues was noted carefully. 2. Reduced travel/accommodation cost : Normally at the time of shutdown, the rig crew contacts subject matter experts (SME) and (at times) in turn the SME contacts the OEM support team to mobilize service engineers globally. 3. Response time improvement-Availability of support by SME right at the time of need results from better response time to diagnose and fix the issue at hand. Call logging till final resolution process improvement is considered an important metric. Travel restrictions imposed by Covid-19, are also being addressed through the distanced inspection. A hands-free environment is compared vis a vis handheld device. Better training and knowledge transfer are achieved through better communication methods and this goes better with learning by doing. Subsequent text (NLP-speech to text) analysis is planned through deep learning models to derive related predictions. Sparse to Adequate availability of support to rig staff with Right Knowledge at Right Place at Right Time is the key outcome of this Proof of Value project.


2010 ◽  
Vol 24 (1) ◽  
pp. 69-74 ◽  
Author(s):  
David Low ◽  
Cheng Kiang Lee ◽  
Lee Lian Tay Dip ◽  
Wai Hoe Ng ◽  
Beng Ti Ang ◽  
...  

2019 ◽  
Vol 10 (1) ◽  
pp. 1
Author(s):  
Gilda Assis ◽  
Alexandre Brandao ◽  
Ana Grasielle Dionísio Correa ◽  
Gabriela Castellano

New technologies for rehabilitation involving Augmented Reality (AR) as a complement to conventional therapy have appeared in recent years. An earlier study for shoulder rehabilitation using the AR NeuroR computer system showed improved clinical outcomes for stroke patients. This study aims to analyze a proposed protocol to measure possible changes in functional brain connectivity associated with the use of the NeuroR system in the context of shoulder motor rehabilitation of post-stroke subjects. A pilot study was conducted with a poststroke patient, using resting-state functional magnetic resonance imaging (RS-fMRI). RS-fMRI signals were acquired pre and post use of the NeuroR system (pre-test and post-test), integrated into the patient’s rehabilitation program. Functional connectivity analysis of RS-fMRI was performed using the motor area as seed. The maximum connectivity value in the pre-test occurred in the ipsilesional parietal region while the maximum in the post-test was located in the ipsilesional frontal region. It was observed that the regions strongly associated with motor activity had higher connectivity values at post-test compared to pre-test. The proposed protocol is suitable and safe for verifying if functional brain connectivity was changed after the rehabilitation program with NeuroR training, indicating a possible neuroplasticity effect. Tests with a larger number of patients are still necessary.


2019 ◽  
Vol 10 (1) ◽  
pp. 1
Author(s):  
Silvio R. R. Sanches ◽  
Marcio A. Oizumi ◽  
Claiton Oliveira ◽  
Antonio C. Sementille ◽  
Cléber G. Corrêa

Augmented Reality applications, which were known to require sophisticated hardware, can now be run on handheld devices. Although such devices provide the required computer power, the size or weight of some of them may become a barrier to user performance, mainly when the interaction is by the touch on the screen. Inserted in this context, this research consists of applying a set of subjective experiments in which volunteers use an application that runs on devices with different sizes and weights. These experiments aim to measure how much the type of handheld device influences the performance of the user in Augmented Reality applications. The main contributions of this study are (i) we concluded by subjective experiments that users with previous knowledge of how to interact with a similar AR application or a game are able to improve their performance when the device is larger and (ii) we demonstrated the age of the participant was also a good indicator of the user performance in AR applications.


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