scholarly journals Simulation Using Augmented Reality to Teach Body Angle Positioning for Radiography

Author(s):  
Shin Nagamata ◽  
Shin Nagamata ◽  
Norio Sekine

When students learn radiographic positioning during radiography practical training in educational institutions, they adjust the angle of the body using positioning aids and angle gauges. In contrast, radiologic technologists position patients using their own hands in clinical environments. In recent years, virtual simulations have been used to help students improve their clinical skills. However, because the existing simulations use computer-generated virtual environments, students cannot actually position human bodies or anthropomorphic phantoms. Therefore, we developed a simulation using augmented reality to teach radiographic positioning. This simulation allows learners to simulate angle placement by using both hands without positioning aids and angle gauges by looking at a virtual object that demonstrates the angle. The objective of this study was to investigate whether this simulation can be applied as a learning tool for radiography practical training and to examine future development directions for this simulation. We introduced the simulation in radiography practical training. The lumbar spine oblique projection was chosen as a learning task in this study, and an anthropomorphic phantom was used for practice. A questionnaire survey was conducted to collect feedback from the students at the end of the semester (n = 41). The survey results indicated that the students could practice positioning the angle of the body using only their own hands, demonstrating that the simulation could be applied as a learning tool in radiography practical training. Ongoing work will be conducted to develop a simulation in which students can practice with a human body.

BMJ Open ◽  
2021 ◽  
Vol 11 (8) ◽  
pp. e047004
Author(s):  
Zain Hussain ◽  
Dominic Mark Ng ◽  
Nouf Alnafisee ◽  
Zakariya Sheikh ◽  
Nathan Ng ◽  
...  

IntroductionVirtual reality (VR) and augmented reality (AR) technologies are increasingly being used in undergraduate medical education. We aim to evaluate the effectiveness of VR and AR technologies for improving knowledge and skills in medical students.Methods and analysisUsing Best Evidence in Medical Education (BEME) collaboration guidelines, we will search MEDLINE (via PubMed), Education Resources Information Center, PsycINFO, Web of Knowledge, Embase and the Cochrane Central Register of Controlled Trials for English-language records, from January 1990 to March 2021. Randomised trials that studied the use of VR or AR devices for teaching medical students will be included. Studies that assessed other healthcare professionals, or did not have a comparator group, will be excluded. The primary outcome measures relate to medical students’ knowledge and clinical skills. Two reviewers will independently screen studies and assess eligibility based on our prespecified eligibility criteria, and then extract data from each eligible study using a modified BEME coding form. Any disagreements will be resolved by discussion or, if necessary, the involvement of a third reviewer. The BEME Quality Indicators checklist and the Cochrane Risk of Bias Tool will be used to assess the quality of the body of evidence. Where data are of sufficient homogeneity, a meta-analysis using a random-effects model will be conducted. Otherwise, a narrative synthesis approach will be taken and studies will be evaluated based on Kirkpatrick’s levels of educational outcomes and the Synthesis Without Meta-analysis guidelines.Ethics and disseminationEthical approval is not required for this systematic review as no primary data are being collected. We will disseminate the findings of this review through scientific conferences and through publication in a peer-reviewed journal.


2010 ◽  
Vol 11 (1) ◽  
Author(s):  
Marek Strzała ◽  
Piotr Krężałek

2014 ◽  
Vol 11 (98) ◽  
pp. 20140505 ◽  
Author(s):  
Erica J. Kim ◽  
Marta Wolf ◽  
Victor Manuel Ortega-Jimenez ◽  
Stanley H. Cheng ◽  
Robert Dudley

Aerodynamic performance and energetic savings for flight in ground effect are theoretically maximized during hovering, but have never been directly measured for flying animals. We evaluated flight kinematics, metabolic rates and induced flow velocities for Anna's hummingbirds hovering at heights (relative to wing length R = 5.5 cm) of 0.7 R , 0.9 R , 1.1 R , 1.7 R , 2.2 R and 8 R above a solid surface. Flight at heights less than or equal to 1.1 R resulted in significant reductions in the body angle, tail angle, anatomical stroke plane angle, wake-induced velocity, and mechanical and metabolic power expenditures when compared with flight at the control height of 8 R . By contrast, stroke plane angle relative to horizontal, wingbeat amplitude and wingbeat frequency were unexpectedly independent of height from ground. Qualitative smoke visualizations suggest that each wing generates a vortex ring during both down- and upstroke. These rings expand upon reaching the ground and present a complex turbulent interaction below the bird's body. Nonetheless, hovering near surfaces results in substantial energetic benefits for hummingbirds, and by inference for all volant taxa that either feed at flowers or otherwise fly close to plant or other surfaces.


1993 ◽  
Vol 182 (1) ◽  
pp. 57-69 ◽  
Author(s):  
M. Wortmann ◽  
W. Zarnack

1. We simultaneously recorded lift/body weight, flight speed, body angle and 12 variables of wing movement for locusts performing tethered long-term flight with low movement scatter. The movements of the forewings and hindwings were recorded in three dimensions by means of miniature induction coils. 2. By adjusting the body angle, we could reproducibly manipulate lift generation as a consequence of induced changes in the wings' movement patterns. We were therefore able to analyse various relationships between the movement patterns and lift. 3. The most prominent variations of kinematic variables were observed for the forewing movements. The relative lift and the steady angle of pitch were positively correlated but there was a negative correlation between relative lift and pitching amplitude. We found no correlation between relative lift and flapping amplitude. Our results seem to correspond to a new theory about unsteady aerodynamics of oscillating aerofoils. 4. We sometimes observed variations in lagging. 5. The forewing downstroke was delayed by 0–8 ms following the hindwing downstroke. Relative lift was positively correlated to this delay.


2018 ◽  
Vol 246 ◽  
pp. 03014
Author(s):  
Xin Huo ◽  
Hong Chen ◽  
YuHao Ma ◽  
Qing Wang

On the purpose of presenting the old appearance of the relics through digitalization, and overlapping the virtual scenes with the actual scenes at the relic site, in this paper, we introduced the positioning technology, posture sensing technology and system development technology, put forward constructing cultural relic tourism platform based on integration positioning and posture sensing technology, we conducted detailed research and analysis on the users’ experienced process of cultural tourism, designed a relic augmented reality system of integration positioning and posture sensing technology. This augmented reality system mainly utilizes positioning technology to guide the users to the correct location of the relic on the corresponding map, and then overlaps the virtual object with the real relic, achieveing a 360-degree view of the overlapping effect, and the presentation effect of near-small, far-big. The system mainly employs Unity to develop the system and realize the above system on mobile terminal. It is no longer limited to a fixed point experience environment, and is suitable for outdoor natural scenes, it makes a breakthrough on the traditional overlapping of virtual scenes and real scenes, realizes the precise overlap of virtual 3D scenes with actual images, and enables the users to feel the vicissitudes of history along the movement of the mobile device in outdoor natural scenes, so as to inherit the history and culture, enrich the information and add some fun to the displayed scene, it has the advantages of bringing people more immersive feelings compared with the traditional virtual display platform.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2015 ◽  
Vol 1 (2) ◽  
pp. 306
Author(s):  
Hoger Mahmud Hussen

In this paper the outcome of a project is presented that aims to modify and improve one of the most widely used Augmented Reality tools. Augmented reality (AR), is a fast growing area of virtual reality research. Augmented Reality (AR) is a newly emerging technology by which user’s view of the real world is augmented with additional information from a computer model. ARToolKit is one of the most widely used toolkits for Augmented Reality applications. The toolkit tracks optical markers and overlays virtual objects on the markers. In the current version of the toolkit the overlaid object is stationary or loops regardless of the optical target position, this means that the overlaid object cannot be animated or changed based on the movement of the optical target. The aim is to improve the toolkit, therefore a design solution to modify it were designed and implement so that users can manipulate the position of the overlaid virtual object, through movements of the optical target. The design solution focuses on developing a mathematically based links between the position of the optical target and the overlaid virtual object. To test the solution test cases were developed and the results show that the design solution is effective and the principal idea can be used to develop many applications in different sectors such as education and health.


2018 ◽  
Author(s):  
Elizaveta Solomonova ◽  
Simon Dubé ◽  
Arnaud Samson-Richer ◽  
Cloé Blanchette-Carrière ◽  
Tyna Paquette ◽  
...  

Vipassana meditation is characterized by observing bodily sensations, developing emotional and attentional stability and promoting pro-social qualities. Whether these qualities are also reflected in dream content is not currently known. Evidence relating dream content with sleep-depending learning is mixed: some studies suggest that dreaming of a task is beneficial for improvement, while others find no such effect. This study aimed at investigating whether meditators have qualitatively different dreams than controls; whether meditators incorporate a procedural learning task more often than controls; and whether dreaming about the task is related to better post-sleep performance on the task.20 meditators and 20 controls slept for a daytime nap at the laboratory. Prior to sleep and upon awakening they completed a procedural learning task. Dream reports were collected at sleep onset and upon awakening (REM/N2 sleep). Dreams were then scored for qualities associated with meditation practice and for incorporations of the procedural task and of the laboratory. Meditators had longer dreams, slightly more references to the body and friendlier and more compassionate interactions with dream characters. Dreams of meditation practitioners were not more lucid than those of controls. Meditators did not incorporate the learning task or laboratory into dream content more often than controls, and no relationship was found between dream content and performance on a procedural task. In control participants, in contrast, incorporating task or laboratory in REM/N2 dreams was associated with improvement on the task, but incorporations at sleep onset were associated with slightly worse performance on the task.


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