Augmented reality

增强现实
  • 文章类型: Journal Article
    目的:解剖理解是医学教学的重要基础,尤其是在外科手术中.通过二维可视化解释复杂的血管结构仍然很困难,特别是对于学生。这项研究的目的是探讨MxR辅助教育方法在血管外科本科教育中的可行性,将基于MxR的教学干预与基于CT的材料进行比较,以学习和理解胸主动脉的血管形态。
    方法:在一项前瞻性随机对照试验中,MxR-vs.在120例胸主动脉可视化中研究了基于CT的介入治疗.次要结果是动机,系统可用性以及工作量/满意度。还评估了动机因素和培训经验。12名学生(7名女性;平均年龄:23岁)被随机分为两组,接受MxR或CT的教育干预。
    结果:学习成功的评估显示平均提高了1.17分(最大得分:10;95CI:0.36-1.97)。MxR组平均改善了1.33[95%CI:0.16-2.51],CT组1.0分[95%CI:-0.71-2.71]。关于诊断技能,两组表现相同(CT组:58.25±7.86vs.MxR组:58.5±6.60;最大值。得分92.0)。11/12参与者确信MxR促进了血管形态的学习。MxR系统的可用性得到了积极评价,感知的工作量很低。
    结论:MxR系统可以成为血管外科教育的一个有价值的补充。需要在更大的教学环境中进一步评估该技术。特别是关于实践技能的获取,MxR系统的使用为外科教育提供了有趣的应用可能性。
    OBJECTIVE: Anatomical understanding is an important basis for medical teaching, especially in a surgical context. The interpretation of complex vascular structures via two-dimensional visualization can yet be difficult, particularly for students. The objective of this study was to investigate the feasibility of an MxR-assisted educational approach in vascular surgery undergraduate education, comparing an MxR-based teaching-intervention with CT-based material for learning and understanding the vascular morphology of the thoracic aorta.
    METHODS: In a prospective randomized controlled trial learning success and diagnostic skills following an MxR- vs. a CT-based intervention was investigated in 120 thoracic aortic visualizations. Secondary outcomes were motivation, system-usability as well as workload/satisfaction. Motivational factors and training-experience were also assessed. Twelve students (7 females; mean age: 23 years) were randomized into two groups undergoing educational intervention with MxR or CT.
    RESULTS: Evaluation of learning success showed a mean improvement of 1.17 points (max.score: 10; 95%CI: 0.36-1.97). The MxR-group has improved by a mean of 1.33 [95% CI: 0.16-2.51], against 1.0 points [95% CI: -0.71- 2.71] in the CT-group. Regarding diagnostic skills, both groups performed equally (CT-group: 58.25 ± 7.86 vs. MxR-group:58.5 ± 6.60; max. score 92.0). 11/12 participants were convinced that MxR facilitated learning of vascular morphologies. The usability of the MxR-system was rated positively, and the perceived workload was low.
    CONCLUSIONS: MxR-systems can be a valuable addition to vascular surgery education. Further evaluation of the technology in larger teaching situations are required. Especially regarding the acquisition of practical skills, the use of MxR-systems offers interesting application possibilities in surgical education.
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  • 文章类型: Journal Article
    目的:本研究旨在评估基于机器视觉和体模增强现实的经皮计算机断层扫描(CT)引导穿刺的准确性。
    方法:建立手术空间坐标系,并使用分层优化框架确保了准确的注册。机器视觉跟踪和增强现实显示技术用于穿刺导航。CT是在一个体模上进行的,并计划从幻影表面到金属球的三种不同长度的穿刺路径。通过测量目标定位误差(TPE)来评估穿刺精度,横向误差(LE),角度误差(AE),和基于获得的CT图像的首次成功率(FSR)。
    结果:一位高素质的主治介入医师使用穿刺导航共进行了30次穿刺。对于短距离(4.5-5.5厘米),TPE,LE,AE,FSR为1.90±0.62mm,1.23±0.70mm,1.39±0.86°,60%,分别。对于中等距离(9.5-10.5cm),TPE,LE,AE,FSR为2.35±0.95mm,2.00±1.07mm,1.20±0.62°,40%,分别。对于长距离(14.5-15.5厘米),TPE,LE,AE,FSR为2.81±1.17mm,2.33±1.34mm,0.99±0.55°,30%,分别。
    结论:基于增强现实和机器视觉的CT引导穿刺导航系统允许在体模中进行精确穿刺。需要进一步的研究来探索其临床适用性。
    OBJECTIVE: This study aimed to evaluate the accuracy of percutaneous computed tomography (CT)-guided puncture based on machine vision and augmented reality in a phantom.
    METHODS: The surgical space coordinate system was established, and accurate registration was ensured using the hierarchical optimization framework. Machine vision tracking and augmented reality display technologies were used for puncture navigation. CT was performed on a phantom, and puncture paths with three different lengths were planned from the surface of the phantom to the metal ball. Puncture accuracy was evaluated by measuring the target positioning error (TPE), lateral error (LE), angular error (AE), and first success rate (FSR) based on the obtained CT images.
    RESULTS: A highly qualified attending interventional physician performed a total of 30 punctures using puncture navigation. For the short distance (4.5-5.5 cm), the TPE, LE, AE, and FSR were 1.90 ± 0.62 mm, 1.23 ± 0.70 mm, 1.39 ± 0.86°, and 60%, respectively. For the medium distance (9.5-10.5 cm), the TPE, LE, AE, and FSR were 2.35 ± 0.95 mm, 2.00 ± 1.07 mm, 1.20 ± 0.62°, and 40%, respectively. For the long distance (14.5-15.5 cm), the TPE, LE, AE, and FSR were 2.81 ± 1.17 mm, 2.33 ± 1.34 mm, 0.99 ± 0.55°, and 30%, respectively.
    CONCLUSIONS: The augmented reality and machine vision-based CT-guided puncture navigation system allows for precise punctures in a phantom. Further studies are needed to explore its clinical applicability.
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  • 文章类型: Journal Article
    背景:颈椎椎弓根螺钉的准确和安全定位至关重要。虽然增强现实(AR)在脊柱手术中的使用先前已证明在胸腰椎中具有临床实用性,其在颈椎中的技术可行性仍未被探索。
    目的:本研究的目的是评估AR辅助颈椎椎弓根螺钉置入的精确性和安全性。
    方法:在本实验研究中,5个尸体颈椎模型由5个不同的脊柱外科医生从C3到C7进行了仪器检测.评估导航精度和临床螺钉精度。
    方法:由两名独立的神经放射学家使用Gertzbein-Robbins量表评估术后CT扫描的临床准确性。通过计算在手术期间由AR引导平台记录的与虚拟椎弓根螺钉位置相比的轴向和矢状平面中的角度轨迹(°)和线性螺钉尖端(mm)偏差来评估技术精度。
    结果:共41枚椎弓根螺钉放置在5具子宫颈尸体中,五名外科医生中的每一个都在导航至少七个螺钉。Gertzbein-Robbins在100%的病例中达到了A或B级。螺钉的虚拟位置与实际位置之间的轴向平面和矢状平面中的尖端和轨迹误差的平均值小于3mm和30°。分别为(p<0.05)。没有一个颈椎螺钉侵犯皮质超过2毫米或移位的神经血管结构。
    结论:AR辅助的颈椎椎弓根螺钉在尸体中的放置显示了与现有的颈椎图像引导导航方法的文献价值相当的临床准确性。
    结论:本研究提供了技术和临床准确性数据,支持AR辅助下颈椎椎弓根螺钉置入的临床试验。
    BACKGROUND: The accurate and safe positioning of cervical pedicle screws is crucial. While augmented reality (AR) use in spine surgery has previously demonstrated clinical utility in the thoracolumbar spine, its technical feasibility in the cervical spine remains less explored.
    OBJECTIVE: The objective of this study was to assess the precision and safety of AR-assisted pedicle screw placement in the cervical spine.
    METHODS: In this experimental study, 5 cadaveric cervical spine models were instrumented from C3 to C7 by 5 different spine surgeons. The navigation accuracy and clinical screw accuracy were evaluated.
    METHODS: Postprocedural CT scans were evaluated for clinical accuracy by 2 independent neuroradiologists using the Gertzbein-Robbins scale. Technical precision was assessed by calculating the angular trajectory (°) and linear screw tip (mm) deviations in the axial and sagittal planes from the virtual pedicle screw position as recorded by the AR-guided platform during the procedure compared to the actual pedicle screw position derived from postprocedural imaging.
    RESULTS: A total of forty-one pedicle screws were placed in 5 cervical cadavers, with each of the 5 surgeons navigating at least 7 screws. Gertzbein-Robbins grade of A or B was achieved in 100% of cases. The mean values for tip and trajectory errors in the axial and sagittal planes between the virtual versus actual position of the screws was less than 3 mm and 30°, respectively (p<.05). None of the cervical screws violated the cortex by more than 2 mm or displaced neurovascular structures.
    CONCLUSIONS: AR-assisted cervical pedicle screw placement in cadavers demonstrated clinical accuracy comparable to existing literature values for image-guided navigation methods for the cervical spine.
    CONCLUSIONS: This study provides technical and clinical accuracy data that supports clinical trialing of AR-assisted subaxial cervical pedicle screw placement.
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  • 文章类型: Journal Article
    对患有韧带钙化或骨肥厚的老年患者进行脊髓麻醉对于新手从业者来说是具有挑战性的。这项初步研究旨在比较混合现实辅助脊柱穿刺(Mrasp)与新手对老年患者进行地标引导脊柱穿刺(LGsp)的有效性。
    在这项试点研究中,纳入了由麻醉住院医师安排在脊柱麻醉下进行择期手术的36例患者(年龄≥65岁)。患者被随机分配到MRasp组(n=18)或LGsp组(n=18)。结果包括尝试插入针头的次数,重定向尝试,通过,首次尝试插入针头的成功率,第一根针的成功率,脊髓穿刺时间,总的手术时间,围手术期并发症的发生率。
    与LGsp组相比,MRasp组尝试插入针头的中位数明显较少(1.0vs2.0,P=0.023)。在Mrasp组中,首次尝试成功插入针头的患者比例为72.2%,在LGsp组中为44.4%(P=0.176)。两组围手术期并发症发生率差异无统计学意义。
    这项初步研究发现,在对老年患者进行脊髓麻醉时,与LGsp组相比,Mrasp组的新手插入尝试次数明显减少。未来的随机对照试验(RCT)是必要的,以验证其有效性。
    该试验已在https://www注册。chictr.org.cn/showproj.html?proj=178960(ChiCTR-IPR-2300068520)。老年患者的混合现实辅助与地标引导脊柱穿刺:一项随机对照试验研究。首席调查员:高雷。注册日期为2023年2月22日。首次参与者注册的日期为2023年2月27日。
    我们开发了虚拟脊柱呈现技术和获得专利的最佳轨迹设计技术来辅助脊柱穿刺,并报告说,混合现实辅助脊柱穿刺组的针插入尝试的中位数明显少于地标引导脊柱穿刺组。
    UNASSIGNED: Performing spinal anaesthesia in elderly patients with ligament calcification or hyperostosis is challenging for novice practitioners. This pilot study aimed to compare the effectiveness of mixed reality-assisted spinal puncture (MRasp) with that of landmark-guided spinal puncture (LGsp) by novice practitioners in elderly patients.
    UNASSIGNED: In this pilot study, 36 patients (aged ≥65 years) scheduled for elective surgery under spinal anaesthesia by anaesthesiology residents were included. Patients were randomly assigned to the MRasp group (n = 18) or the LGsp group (n = 18). The outcomes included the number of needle insertion attempts, redirection attempts, passes, the rate of successful first-attempt needle insertion, the rate of successful first needle pass, the spinal puncture time, the total procedure time, and the incidence of perioperative complications.
    UNASSIGNED: The median number of needle insertion attempts was significantly fewer in the MRasp group than in the LGsp group (1.0 vs 2.0, P = 0.023). The proportion of patients with successful first-attempt needle insertion was 72.2% in the MRasp group and 44.4% in the LGsp group (P = 0.176). The incidence of perioperative complications did not significantly differ between the two groups.
    UNASSIGNED: This pilot study found that novice practitioners made significantly fewer needle insertion attempts in the MRasp group compared to the LGsp group when performing spinal anaesthesia on elderly patients. A future randomized controlled trial (RCT) is warranted to validate its effectiveness.
    UNASSIGNED: This trial was registered at https://www.chictr.org.cn/showproj.html?proj=178960 (ChiCTR-IPR-2300068520). Public title: Mixed reality-assisted versus landmark-guided spinal puncture in elderly patients: a randomized controlled pilot study. Principal investigator: Lei Gao. The registration date was February 22, 2023. The date of the first participant enrolment was February 27, 2023.
    We developed virtual spine-presenting technology and patented optimal trajectory design technology to assist in spinal puncture and reported that the median number of needle insertion attempts was significantly fewer in the mixed reality-assisted spinal puncture group than in the landmark-guided spinal puncture group.
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  • 文章类型: Journal Article
    脑机接口(BCI)使用户能够通过大脑活动控制设备。运动图像(MI),由个体想象运动产生的神经活动,是一种常见的控制范式。本研究引入了以用户为中心的评估协议,用于评估利用增强现实的基于MI的BCI控制系统的性能和用户体验。增强现实用于通过显示环境感知动作来增强用户交互,并指导用户进行特定设备命令的必要想象运动。现有研究的主要差距之一是缺乏综合评价方法,特别是在现实世界的条件下。为了解决这个差距,我们的方案结合了三个阶段的定量和定性评估.在初始阶段,验证了BCI原型的技术稳健性。随后,第二阶段涉及控制系统的性能评估。第三阶段介绍了原型和替代方法之间的比较分析,通过问卷调查和与非BCI控制方法的比较,纳入详细的用户体验评估。参与者参与各种任务,例如对象排序,拾取和放置,并使用BCI控制系统玩棋盘游戏。评估程序是为多功能性而设计的,超出所提供的特定用例的意图适用性。它的适应性可以轻松定制,以满足所研究的BCI控制应用程序的特定用户要求。这种以用户为中心的评估协议为BCI原型的迭代改进提供了一个全面的框架,确保技术验证,绩效评估,以及以系统和用户为中心的用户体验评估。
    Brain-computer interfaces (BCI) enable users to control devices through their brain activity. Motor imagery (MI), the neural activity resulting from an individual imagining performing a movement, is a common control paradigm. This study introduces a user-centric evaluation protocol for assessing the performance and user experience of an MI-based BCI control system utilizing augmented reality. Augmented reality is employed to enhance user interaction by displaying environment-aware actions, and guiding users on the necessary imagined movements for specific device commands. One of the major gaps in existing research is the lack of comprehensive evaluation methodologies, particularly in real-world conditions. To address this gap, our protocol combines quantitative and qualitative assessments across three phases. In the initial phase, the BCI prototype\'s technical robustness is validated. Subsequently, the second phase involves a performance assessment of the control system. The third phase introduces a comparative analysis between the prototype and an alternative approach, incorporating detailed user experience evaluations through questionnaires and comparisons with non-BCI control methods. Participants engage in various tasks, such as object sorting, picking and placing, and playing a board game using the BCI control system. The evaluation procedure is designed for versatility, intending applicability beyond the specific use case presented. Its adaptability enables easy customization to meet the specific user requirements of the investigated BCI control application. This user-centric evaluation protocol offers a comprehensive framework for iterative improvements to the BCI prototype, ensuring technical validation, performance assessment, and user experience evaluation in a systematic and user-focused manner.
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  • 文章类型: Journal Article
    当前的COVID-19大流行几乎影响了生活的方方面面,但它对医疗保健领域的影响显然是不利的。然而,数字技术在应对这场大流行带来的挑战方面发挥了重要作用。在这个应用数字技术的列表中,沉浸式技术在对抗COVID-19中的作用是值得关注的。由虚拟现实(VR)组成的沉浸式技术,增强现实(AR)混合现实(MR),扩展现实(XR),隐喻,游戏化,等。在医疗保健系统内显示出巨大的市场增长,特别是随着流行病的出现。这些技术补充了交互性,身临其境的体验,三维建模,触摸感官元素,模拟,以及在医疗系统中解决COVID-19疾病的反馈机制。考虑到沉浸式技术进步的适用性和意义,这项研究的主要目的是确定和强调沉浸式技术在医疗环境中处理COVID-19的作用。沉浸式技术在医疗保健领域对医学教育等不同目的的贡献,医学训练,监督,在线手术,压力管理,社交距离,身体健康,药物制造和设计,并强调认知康复。对收集的研究进行了全面深入的分析,以了解当前的研究工作和未来的研究方向。呈现了艺术品状态,以识别和讨论涉及在医疗保健领域采用沉浸式技术的各种问题。此外,这些新出现的挑战和问题的解决方案是基于广泛的文献研究提供的。这项研究的结果表明,在当前的COVID-19情况和未来的大流行期间,沉浸式技术具有为医疗保健系统中的利益相关者提供大规模支持的巨大潜力。
    The current COVID-19 pandemic has affected almost every aspect of life but its impact on the healthcare landscape is conspicuously adverse. However, digital technologies played a significant contribution in coping with the challenges spawned by this pandemic. In this list of applied digital technologies, the role of immersive technologies in battling COVID-19 is notice-worthy. Immersive technologies consisting of virtual reality (VR), augmented reality (AR), mixed reality (MR), extended reality (XR), metaverse, gamification, etc. have shown enormous market growth within the healthcare system, particularly with the emergence of pandemics. These technologies supplemented interactivity, immersive experience, 3D modeling, touching sensory elements, simulation, and feedback mechanisms to tackle the COVID-19 disease in healthcare systems. Keeping in view the applicability and significance of immersive technological advancement, the major aim of this study is to identify and highlight the role of immersive technologies concerning handling COVID-19 in the healthcare setup. The contribution of immersive technologies in the healthcare domain for the different purposes such as medical education, medical training, proctoring, online surgeries, stress management, social distancing, physical fitness, drug manufacturing and designing, and cognitive rehabilitation is highlighted. A comprehensive and in-depth analysis of the collected studies has been performed to understand the current research work and future research directions. A state-of-the-artwork is presented to identify and discuss the various issues involving the adoption of immersive technologies in the healthcare area. Furthermore, the solutions to these emerging challenges and issues have been provided based on an extensive literature study. The results of this study show that immersive technologies have the considerable potential to provide massive support to stakeholders in the healthcare system during current COVID-19 situation and future pandemics.
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  • 文章类型: Journal Article
    背景:游戏化和增强现实(AR)是创新的教学模式。关于将这两种策略结合在护理教育中的效果的研究很少。
    目的:探讨在机械通气(MV)教学中联合使用游戏化和AR对护生知识的影响,动机,自我效能感,和满意度。
    方法:随机对照试验。
    方法:在埃及方便选择护理学院。
    方法:共410名护生。
    方法:参与者被随机分配到干预组或对照组(每组205人)。Kahoot游戏和AR用于干预组,而对照组采用了传统的讲座。结果包括学生的知识水平,学习动机,自我效能感,和满意度。
    结果:混合设计重复测量ANOVA检验显示,随着时间的推移,受试者内知识测验得分存在统计学上的显着差异(p值[效应大小]:<0.001[0.515]),由于干预措施的主要影响,受试者之间(<0.001[0.146]),以及组间和时间的内部交互效应(<0.001[0.515])。使用Kahoot和AR后,干预组的平均自我效能感总分明显高于对照组(<0.001[0.662])。与传统讲座相比,Kahoot和AR组的动机总分中位数明显更高(<0.001[0.558])。
    结论:Kahoot游戏和AR显著增加护生的知识,动机,与传统MV学习班相比,自我效能感。护理教育者需要将Kahoot和AR纳入其教学方法,以提高护士学生的满意度和发展。
    BACKGROUND: Gamification and augmented reality (AR) are innovative teaching modalities. Research on the effects of combining these two strategies in nursing education is scarce.
    OBJECTIVE: To examine the effect of the combined use of gamification and AR in teaching mechanical ventilation (MV) on nurse students\' knowledge, motivation, self-efficacy, and satisfaction.
    METHODS: Randomized controlled trial.
    METHODS: A conveniently selected faculty of nursing in Egypt.
    METHODS: A total of 410 nurse students.
    METHODS: Participants were randomly assigned to the intervention or control group (205 in each). Kahoot games and AR were used in the intervention group, whereas a traditional lecture was applied in the control group. The outcomes included levels of students\' knowledge, learning motivation, self-efficacy, and satisfaction.
    RESULTS: Mixed design repeated-measures ANOVA test revealed a statistically significant difference in knowledge test scores within-subject over time (p-value [effect size]: <0.001 [0.515]), between-subject due to the main effect of interventions (<0.001 [0.146]), and within-between interaction effect of group and time (<0.001 [0.515]). After using Kahoot and AR, the total mean self-efficacy score was significantly higher in the intervention group than in the control group (<0.001 [0.662]). The total median motivation score was significantly higher for the Kahoot and the AR groups compared with the traditional lecture (<0.001 [0.558]).
    CONCLUSIONS: Kahoot games and AR significantly increased nurse students\' knowledge, motivation, and self-efficacy compared with traditional MV learning classes. Nursing educators need to incorporate Kahoot and AR in their pedagogies to enhance nurse students\' satisfaction and development.
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  • 文章类型: Journal Article
    背景:一些研究证明了沉浸式虚拟现实(VR)作为传统疗法的补充方法,可以改善运动,在某些病理条件下的心理和认知障碍。我们的试点研究旨在首次评估:1)存在感,与健康对照(HC)相比,早期亨廷顿病患者(eHDp)的VR沉浸式体验的耐受性和可用性;2)技术使用/网络疾病与存在/可用性变量之间的相关性;3)临床特征之间的相关性(遗传,电机,功能和认知)和VR变量。
    方法:我们招募了10个eHDp和10岁,性别和教育符合HC。参与者完成了关于存在感的问卷,可用性,耐受性和技术使用概况。受试者通过独立的VR耳机从第一人称视角暴露于不同的VR场景。
    结果:我们的结果显示eHDp和HC在存在感方面没有显着统计学差异(p=0.910),VR体验期间的可用性(p=0.744)和耐受性(p=0.730)。两组之间对技术使用的熟悉程度也相当(p=0.676)。关于eHDp组中的相关性,我们的结果显示技术使用/耐受性和存在感/可用性之间没有相关性.此外,eHDp的临床特征(遗传,电机,功能和认知得分)不影响存在感,耐受性和可用性。
    结论:我们的研究为VR在eHDp中的适用性提供了初步证据。这些结果为探索这种方法在康复中的未来应用开辟了可能性(即,认知训练,理疗),亨廷顿病患者的诊断和心理支持。
    BACKGROUND: Several studies demonstrated the utility of immersive virtual reality (VR) as a complementary approach to conventional therapy for improving motor, psychological and cognitive impairment in some pathological conditions. Our pilot study aims to evaluate for the first time: 1) sense of presence, tolerability and usability of VR immersive experience in patients with early stages of Huntington disease (eHDp) compared to healthy controls (HC); 2) correlation between the use of technology/cybersickness and the variables of presence/usability; 3) correlation between clinical characteristics (genetic, motor, functional and cognitive) and VR\'s variables.
    METHODS: We recruited 10 eHDp and 10 age, gender and education matched HC. Participants completed questionnaires about sense of presence, usability, tolerability and technology use profile. Subjects were exposed to different VR scenarios from a first-person perspective through a standalone VR headset.
    RESULTS: Our results showed no significant statistical difference between eHDp and HC for the sense of presence (p=0.910), usability (p=0.744) and tolerability (p=0.730) during the VR experience. Familiarity with the use of technology was also comparable between groups (p=0.676). Regarding correlations in eHDp group, our results showed no correlations between use of technology/tolerability and the sense of presence/usability. Moreover, clinical characteristics of eHDp (genetic, motor, functional and cognitive scores) did not influence the sense of presence, tolerability and usability.
    CONCLUSIONS: Our research presents preliminary evidence for the applicability of VR in eHDp. These results open up the possibility to explore future applications of this methodology in rehabilitation (i.e., cognitive training, physiotherapy), diagnosis and psychological support in Huntington disease patients.
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  • 文章类型: Journal Article
    教育工作者正在见证人工智能时代的展开,提出了如何将昨天的教育学的好处转移到教育的未来的问题。为二年级医学生(n=865)开发了交互式数字传染病思维导图。对用户参与度的分析显示,全球分布在一天内有498次QR扫描。学生的反应(n=79,9.1%的反应率)表明对非常满意的资源的积极反馈(范围65-75%,n=59-51)。该研究的结果支持MedMicroMaps进一步扩展到跨平台界面,适应相关健康领域的不同受众。
    在线版本包含补充材料,可在10.1007/s40670-024-02047-3获得。
    Educators are witnessing the unfolding of the era of artificial intelligence, raising the question of how to transfer the benefits of yesterday\'s pedagogy to the future of education. An interactive digital mind map of infectious diseases was developed for second-year medical students (n = 865). Analysis of user engagement showed global distribution with 498 QR scans on a single day. Student responses (n = 79, 9.1% response rate) indicated positive feedback on the resources of Extremely Satisfied (range 65-75%, n = 59-51). The findings of the study support further expansion of MedMicroMaps to cross-platform interfaces with adaptations for diverse audiences within allied health fields.
    UNASSIGNED: The online version contains supplementary material available at 10.1007/s40670-024-02047-3.
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  • 文章类型: Journal Article
    采用当前技术,远程条件下的超声成像,比如国际空间站,在语音指导下或使用由专家控制的遥控回声仪进行。两种方法都需要新手操作员和专家之间的实时通信,以在适当的声学窗口(AW)上定位探头。当前的研究提出了一种新的增强现实软件(Echo-QR)的开发和测试,该软件将允许新手操作员(没有医学成像背景)在没有专家帮助的情况下将超声探头正确地定位在感兴趣的AW上。
    在研究的第一天,Aw上的探头位置由超声专家确定为每个器官,并保存在Echo-QR软件中.第二天,新手使用Echo-QR软件独立进行超声检查,以正确地将探头定位在每个器官的AW上。
    使用Echo-QR软件,新手操作员在79个器官中的73个(92%)中发现了AW。在41%的病例中,新手“2D直接图像”获得的2D图像可用于医学评估。然而,当“2D直接图像”没有显示整个器官时,还进行了探头下方体积的3D捕获,这允许在85%的病例中提取适当的2D图像“2D/3D图像”用于医学评估。
    因此,在孤立的参与者和超声专家之间没有实时交流的情况下,新型软件(Echo-QR)和自动3D体积捕获可用于获得可用于超声诊断的图像。
    UNASSIGNED: With current technology, ultrasound imaging in remote conditions, such as the International Space Station, is performed with vocal guidance or using a teleoperated echograph controlled by an expert. Both methods require real-time communications between the novice operator and expert to locate the probe over the appropriate acoustic windows (AW). The current study presents the development and testing of a new augmented reality software (Echo-QR) that would allow novice operators (with no medical imaging background) to correctly locate the ultrasound probe over the AW of interest without expert assistance.
    UNASSIGNED: On the first day of the study, the positions of the probe over the AWs were identified for each organ by an expert sonographer and saved in the Echo-QR software. On the second day, the novices independently performed the ultrasound investigation using the Echo-QR software to correctly position the probe over each organ\'s AW.
    UNASSIGNED: Using the Echo-QR software, novice operators found the AW in 73 (92%) of the 79 organs. The 2D images acquired by the novices \"2D direct image\" were acceptable for medical evaluation in 41% of the cases. However, when the \"2D direct image\" did not show the entire organ, a 3D capture of the volume below the probe was also performed, which allowed for the extraction of the appropriate 2D image \"2D/3D image\" for medical evaluation in 85% of the cases.
    UNASSIGNED: Therefore, in the absence of real-time communication between an isolated participant and an expert sonographer, novel software (Echo-QR) and automated 3D volume capture can be used to obtain images usable for ultrasound diagnostics.
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