scholarly journals Evaluation of photography using head-mounted display technology (ICAPS) for district Trachoma surveys

2021 ◽  
Vol 15 (11) ◽  
pp. e0009928
Author(s):  
Fahd Naufal ◽  
Christopher J. Brady ◽  
Meraf A. Wolle ◽  
Michael Saheb Kashaf ◽  
Harran Mkocha ◽  
...  

Background As the prevalence of trachoma declines worldwide, it is becoming increasingly expensive and challenging to standardize graders in the field for surveys to document elimination. Photography of the tarsal conjunctiva and remote interpretation may help alleviate these challenges. The purpose of this study was to develop, and field test an Image Capture and Processing System (ICAPS) to acquire hands-free images of the tarsal conjunctiva for upload to a virtual reading center for remote grading. Methodology/Principal findings This observational study was conducted during a district-level prevalence survey for trachomatous inflammation—follicular (TF) in Chamwino, Tanzania. The ICAPS was developed using a Samsung Galaxy S8 smartphone, a Samsung Gear VR headset, a foot pedal trigger and customized software allowing for hands-free photography. After a one-day training course, three trachoma graders used the ICAPS to collect images from 1305 children ages 1–9 years, which were expert-graded remotely for comparison with field grades. In our experience, the ICAPS was successful at scanning and assigning barcodes to images, focusing on the everted eyelid with adequate examiner hand visualization, and capturing images with sufficient detail to grade TF. The percentage of children with TF by photos and by field grade was 5%. Agreement between grading of the images compared to the field grades at the child level was kappa = 0.53 (95%CI = 0.40–0.66). There were ungradable images for at least one eye in 199 children (9.1%), with more occurring in children ages 1–3 (18.5%) than older children ages 4–9 (4.2%) (χ2 = 145.3, p<0.001). Conclusions/Significance The prototype ICAPS device was robust, able to image 1305 children in a district level survey and transmit images from rural Tanzania to an online grading platform. More work is needed to improve the percentage of ungradable images and to better understand the causes of disagreement between field and photo grading.

Author(s):  
Gordon Tao ◽  
Bernie Garrett ◽  
Tarnia Taverner ◽  
Elliott Cordingley ◽  
Crystal Sun

Abstract Background High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games. Methods We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design. Findings We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies. Conclusion HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.


2019 ◽  
Vol 3 (Supplement_1) ◽  
Author(s):  
Morgan Boncyk ◽  
Ramya Ambikapathi ◽  
Dominic Mosha ◽  
Evidence Matangi ◽  
Lauren Galvin ◽  
...  

Abstract Objectives Nutrition interventions to improve infant and young child feeding (IYCF) and care in developing countries usually target mothers, while critical roles of other family members, particularly older siblings, are not well known. As part of the Engaging Fathers for Effective Child Nutrition and Development in Tanzania (EFFECTS) cluster-randomized trial (ClinicalTrials.gov: NCT03759821), we examined the roles of older children and adolescents in IYCF and care in rural Tanzania to develop and administer informed quantitative questionnaires on IYCF and care by older siblings. Methods Twelve mothers, 12 fathers, 4 grandmothers, and 4 older siblings (7–17 years of age) were purposively sampled for qualitative interviews conducted July-August 2018. Open-ended questions explored older siblings’ roles in IYCF and care, managing time for child care, and responsiveness to young children's hunger cues. Inductive and deductive approaches were used to identify themes from transcribed interviews. Findings supported development of two questionnaires on older children's roles in IYCF and care (14 questions each) that were administered to mothers and siblings in the EFFECTS baseline. Results Qualitative data indicate older siblings (male and female) are involved in food preparation (e.g., starchy staples), daily feeding, hygiene (e.g., washing baby after toileting) and care when the mother is unavailable due to other household activities. The EFFECTS study enrolled 960 households across 80 villages in Mara, Tanzania, and 53% of households identified at least one sibling who cares for an index child aged 0–18 months. Baseline data collection is ongoing and indicates prevalence and types of child care (e.g., feeding, playing, hygiene, responding to crying) provided by older siblings. Conclusions To our knowledge, this is the first mixed methods study developing instruments to investigate the role of older siblings in providing IYCF and care in a rural, developing country setting. As parents seek to meet household and livelihood needs, older siblings are often engaged in child feeding and care. Nutrition interventions should consider roles of all family members, including older children, in child feeding and care. Further research is needed to evaluate the effect of family-based interventions. Funding Sources Eleanor Crook Foundation and Conrad N. Hilton Foundation.


2017 ◽  
Vol 176 ◽  
pp. 26-32 ◽  
Author(s):  
Joshua R. Ehrlich ◽  
Lauro V. Ojeda ◽  
Donna Wicker ◽  
Sherry Day ◽  
Ashley Howson ◽  
...  

2014 ◽  
Vol 687-691 ◽  
pp. 3555-3558
Author(s):  
Wen Hui Li

The paper aims to study a design and technique of the image processing based on the architecture of embedded system. Aimed at the own characteristic of embedded system, designing a platform been endowed with more operating functions of embedded image processing with versatility. The author adopts the method of the embedded system design based on the basic functions and characteristic of image processing system, summarizing and comparing of the characteristic and new developments of the EOS for the ARM processor, and finally chooses the embedded Linux for the operating system of our platform, also transplant it in the hardware platform. Aimed at the characteristic of Linux device architecture, the author introduces how to develop the image capture and display, memory the data of an image, the programming method of that. Some base arithmetic of image processing, such as image smooth, sharpen, edge detect and so on, and the graphics user interface are developed on the platform with using the Mini GUI, according to the intercommunion between the human and the platform. At last, some key program's code is given.


1995 ◽  
Vol 4 (2) ◽  
pp. 209-217
Author(s):  
J. Michael Moshell ◽  
Art Cortes ◽  
Tom Clarke ◽  
Kimberly C. Abel ◽  
Mark Kilby ◽  
...  

The Institute for Simulation and Training (IST) was created in 1984 by the University of Central Florida to provide research support to the U.S. Department of Defense in the area of simulation-based training. In 1989, IST's Visual Systems Laboratory (VSL) was inaugurated. Focal areas of research at VSL include distributed realtime physical simulation, interoperability among networked simulators, the application of virtual environments to education, training, and design, and head-mounted display technology. Section 1 describes the history of IST and VSL, and VSL's early projects. Section 2 surveys current research projects in three main areas: dynamic environments, interoperability, and virtual environments. Section 3 describes service and educational activities, and Section 4 provides insight into future research plans.


2002 ◽  
Author(s):  
Maotang Li ◽  
Yonglin Xue ◽  
Yejun Wang ◽  
Xin Fang ◽  
Jing An

2022 ◽  
Vol 19 (1) ◽  
pp. 1-18
Author(s):  
Björn Blissing ◽  
Fredrik Bruzelius ◽  
Olle Eriksson

Driving simulators are established tools used during automotive development and research. Most simulators use either monitors or projectors as their primary display system. However, the emergence of a new generation of head-mounted displays has triggered interest in using these as the primary display type. The general benefits and drawbacks of head-mounted displays are well researched, but their effect on driving behavior in a simulator has not been sufficiently quantified. This article presents a study of driving behavior differences between projector-based graphics and head-mounted display in a large dynamic driving simulator. This study has selected five specific driving maneuvers suspected of affecting driving behavior differently depending on the choice of display technology. Some of these maneuvers were chosen to reveal changes in lateral and longitudinal driving behavior. Others were picked for their ability to highlight the benefits and drawbacks of head-mounted displays in a driving context. The results show minor changes in lateral and longitudinal driver behavior changes when comparing projectors and a head-mounted display. The most noticeable difference in favor of projectors was seen when the display resolution is critical to the driving task. The choice of display type did not affect simulator sickness nor the realism rated by the subjects.


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