Feedback, Sensory

反馈,感官
  • 文章类型: Journal Article
    背景:计划和执行动作需要整合不同的感觉方式,比如视觉和本体感受。然而,像中风这样的神经系统疾病会导致本体感觉的完全或部分丧失,导致运动受损。最近的进展集中在为患者提供额外的感官反馈以补偿感官损失,证明振动触觉刺激是一个可行的选择,因为它便宜且易于实施。这里,我们测试如何将这种振动触觉信息与视觉信号集成在一起,以估计到达目标的空间位置。
    方法:我们与31名健康人类参与者一起使用了一种居中延伸的范式,以研究如何将人工振动触觉刺激与指示目标位置的视觉空间线索整合在一起。具体来说,我们使用偏心旋转质量(ERM)电机为移动的优势臂提供了多点振动触觉刺激。当其中一个不确定时,跨多种感觉模式的输入整合变得特别相关,我们还调整了视觉线索的可靠性。然后,我们将触觉和视觉输入的权重作为视觉不确定性的函数与最大似然估计(MLE)框架中的预测进行了比较,以确定参与者是否实现了准最佳集成。
    结果:我们的结果表明,参与者可以根据振动触觉指令估计目标位置。经过短暂的训练,当视觉提示不确定时,视觉提示和振动触觉提示的组合导致更高的命中率和减少的到达误差。此外,当存在触觉振动刺激时,我们在视觉不确定度较低的试验中观察到反应时间较低.使用MLE预测,我们发现,当振动触觉提示需要检测一个或两个主动马达时,振动触觉和视觉提示的整合遵循最佳整合。然而,如果估计目标的位置需要区分两个线索的强度,集成违反了MLE预测。
    结论:我们得出结论,参与者可以快速学习整合视觉和人工振动触觉信息。因此,使用额外的振动触觉刺激可以作为一种有希望的方法来改善康复或患者本体感觉丧失的假肢装置的控制。
    BACKGROUND: Planning and executing movements requires the integration of different sensory modalities, such as vision and proprioception. However, neurological diseases like stroke can lead to full or partial loss of proprioception, resulting in impaired movements. Recent advances focused on providing additional sensory feedback to patients to compensate for the sensory loss, proving vibrotactile stimulation to be a viable option as it is inexpensive and easy to implement. Here, we test how such vibrotactile information can be integrated with visual signals to estimate the spatial location of a reach target.
    METHODS: We used a center-out reach paradigm with 31 healthy human participants to investigate how artificial vibrotactile stimulation can be integrated with visual-spatial cues indicating target location. Specifically, we provided multisite vibrotactile stimulation to the moving dominant arm using eccentric rotating mass (ERM) motors. As the integration of inputs across multiple sensory modalities becomes especially relevant when one of them is uncertain, we additionally modulated the reliability of visual cues. We then compared the weighing of vibrotactile and visual inputs as a function of visual uncertainty to predictions from the maximum likelihood estimation (MLE) framework to decide if participants achieve quasi-optimal integration.
    RESULTS: Our results show that participants could estimate target locations based on vibrotactile instructions. After short training, combined visual and vibrotactile cues led to higher hit rates and reduced reach errors when visual cues were uncertain. Additionally, we observed lower reaction times in trials with low visual uncertainty when vibrotactile stimulation was present. Using MLE predictions, we found that integration of vibrotactile and visual cues followed optimal integration when vibrotactile cues required the detection of one or two active motors. However, if estimating the location of a target required discriminating the intensities of two cues, integration violated MLE predictions.
    CONCLUSIONS: We conclude that participants can quickly learn to integrate visual and artificial vibrotactile information. Therefore, using additional vibrotactile stimulation may serve as a promising way to improve rehabilitation or the control of prosthetic devices by patients suffering loss of proprioception.
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  • 文章类型: Journal Article
    背景:单侧无力患者的肢体功能恢复通常需要意志肌肉控制,对于患有严重损害的人来说,这通常是不存在的。镜像疗法-使用镜像盒将受损较少的肢体反射到受损较多的肢体上的干预措施-可以促进皮质脊髓的兴奋性,导致严重受损临床人群的康复增强。然而,镜盒对镜疗法施加限制,也就是说,所有的运动都是双边的,并且局限于很小的区域,阻碍复杂活动和多感官反馈的整合(例如,视觉触觉刺激)。这些限制可以通过虚拟现实来解决,但对皮质脊髓兴奋性的影响尚不清楚。
    目标:研究基于虚拟现实的单边镜像,镜像期间的复杂活动,镜像前的视觉触觉刺激会影响皮质脊髓的兴奋性。
    方法:没有已知神经系统疾病的参与者(n=17)佩戴了虚拟现实系统(NeuRRoVR),该系统显示了与他们的动作相匹配的虚拟化身的第一人称视角。经颅磁刺激在非优势手部肌肉中诱导的运动诱发电位用于评估四种情况下的皮质脊髓兴奋性:镜像,与先前的视觉触觉刺激(镜像+TACT)镜像,和控制。在镜像期间,每个参与者的优势肢体的运动被反映到虚拟化身的非优势肢体上,化身的优势肢体保持不动(即,单边镜像)。镜像+TACT条件与镜像条件相同,除了镜像之前是非优势肢体的视觉触觉刺激。在控制条件下,单侧镜像被禁用。在所有条件下,参与者进行了简单(flex/extendfinger)和复杂(堆栈虚拟块)的活动。
    结果:我们发现与无镜像相比,单侧镜像增加了皮质脊髓兴奋性(p<0.001),与镜像过程中的简单活动相比,复杂活动的兴奋性增加(p<0.001),镜像前的视觉触觉刺激降低了兴奋性(p=0.032)。我们还发现,这些功能并没有相互作用。
    结论:这项研究的发现揭示了镜像疗法的神经机制,并证明了虚拟现实可以增强镜像疗法的独特方式。研究结果对临床人群虚拟现实系统的康复设计具有重要意义。
    BACKGROUND: Restoration of limb function for individuals with unilateral weakness typically requires volitional muscle control, which is often not present for individuals with severe impairment. Mirror therapy-interventions using a mirror box to reflect the less-impaired limb onto the more-impaired limb-can facilitate corticospinal excitability, leading to enhanced recovery in severely impaired clinical populations. However, the mirror box applies limitations on mirror therapy, namely that all movements appear bilateral and are confined to a small area, impeding integration of complex activities and multisensory feedback (e.g., visuo-tactile stimulation). These limitations can be addressed with virtual reality, but the resulting effect on corticospinal excitability is unclear.
    OBJECTIVE: Examine how virtual reality-based unilateral mirroring, complex activities during mirroring, and visuo-tactile stimulation prior to mirroring affect corticospinal excitability.
    METHODS: Participants with no known neurological conditions (n = 17) donned a virtual reality system (NeuRRoVR) that displayed a first-person perspective of a virtual avatar that matched their motions. Transcranial magnetic stimulation-induced motor evoked potentials in the nondominant hand muscles were used to evaluate corticospinal excitability in four conditions: resting, mirroring, mirroring with prior visuo-tactile stimulation (mirroring + TACT), and control. During mirroring, the movements of each participant\'s dominant limb were reflected onto the nondominant limb of the virtual avatar, and the avatar\'s dominant limb was kept immobile (i.e., unilateral mirroring). The mirroring + TACT condition was the same as the mirroring condition, except that mirroring was preceded by visuo-tactile stimulation of the nondominant limb. During the control condition, unilateral mirroring was disabled. During all conditions, participants performed simple (flex/extend fingers) and complex (stack virtual blocks) activities.
    RESULTS: We found that unilateral mirroring increased corticospinal excitability compared to no mirroring (p < 0.001), complex activities increased excitability compared to simple activities during mirroring (p < 0.001), and visuo-tactile stimulation prior to mirroring decreased excitability (p = 0.032). We also found that these features did not interact with each other.
    CONCLUSIONS: The findings of this study shed light onto the neurological mechanisms of mirror therapy and demonstrate the unique ways in which virtual reality can augment mirror therapy. The findings have important implications for rehabilitation for design of virtual reality systems for clinical populations.
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  • 文章类型: Journal Article
    背景:患有推动器综合征(PS)的患者的特征是由于在空间中缺乏对自己身体的感知而表现出姿势控制改变。当患者积极地用未受影响的四肢向受伤侧推进时,对中线被动拉直的阻力作出反应。10%至50%的中风出现PS。如今,对于PS没有明确的治疗方法。
    目的:设计和验证使用视觉反馈和特定核心稳定性练习(FeViCoS)治疗PS患者的锻炼计划。
    方法:通过专家共识使用德尔菲法进行验证。13名神经康复专家参与了这一过程。使用包含18个Likert类型问题的在线问卷来评估设计的程序。如果在四分位数1和3值之间存在收敛(RIQ=Q1-Q3)或者如果相对四分位数间距(RIR)小于20%,则认为达成共识。通过计算Fleiss\'kappa系数来衡量专家之间的一致程度。
    结果:总共需要2轮才能在100%的参与下达到97.44%的共识。所有问题的RIR小于或等于20%。Fleiss\'kappa指数(0.831)表明专家之间的一致程度非常好。
    结论:神经康复专家认为FeViCoS对PS患者的治疗方法有效。专家共识建议在物理疗法临床实践中采用一种新策略,以改善亚急性中风和PS患者的平衡和姿势取向。
    BACKGROUND: The patient with pusher syndrome (PS) is characterized by showing postural control alterations due to a lack of perception of his own body in the space. It appears when the patient actively pushes with his unaffected limbs towards the injured side, reacting with resistance to passive straightening towards the midline. Between 10% and 50% of strokes present PS. Nowadays, there is no clearly defined treatment for PS.
    OBJECTIVE: To design and validate an exercise program using visual feedback and specific core stability exercises (FeViCoS) for the treatment of patients with PS.
    METHODS: Validation was conducted by expert consensus using the Delphi method. Thirteen neurorehabilitation experts participated in the process. An online questionnaire with 18 Likert-type questions was used to evaluate the designed program. Consensus was considered reached if there was convergence between the quartile 1 and 3 values (RIQ = Q1-Q3) or if the relative interquartile range (RIR) was less than 20%. The degree of agreement between experts was measured by calculating the Fleiss\' kappa coefficient.
    RESULTS: A total of 2 rounds were required to achieve 97.44% consensus with 100% participation. The RIR was less than or equal to 20% for all questions. The Fleiss\' kappa index (0.831) showed that the degree of agreement between experts was excellent.
    CONCLUSIONS: Neurorehabilitation experts considered FeViCoS valid for the therapeutic approach to patients with PS. Expert consensus suggests a novel strategy in physical therapy clinical practice to improve balance and postural orientation in patients with subacute stroke and PS.
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  • 文章类型: English Abstract
    Stroke is an acute cerebrovascular disease in which sudden interruption of blood supply to the brain or rupture of cerebral blood vessels cause damage to brain cells and consequently impair the patient\'s motor and cognitive abilities. A novel rehabilitation training model integrating brain-computer interface (BCI) and virtual reality (VR) not only promotes the functional activation of brain networks, but also provides immersive and interesting contextual feedback for patients. In this paper, we designed a hand rehabilitation training system integrating multi-sensory stimulation feedback, BCI and VR, which guides patients\' motor imaginations through the tasks of the virtual scene, acquires patients\' motor intentions, and then carries out human-computer interactions under the virtual scene. At the same time, haptic feedback is incorporated to further increase the patients\' proprioceptive sensations, so as to realize the hand function rehabilitation training based on the multi-sensory stimulation feedback of vision, hearing, and haptic senses. In this study, we compared and analyzed the differences in power spectral density of different frequency bands within the EEG signal data before and after the incorporation of haptic feedback, and found that the motor brain area was significantly activated after the incorporation of haptic feedback, and the power spectral density of the motor brain area was significantly increased in the high gamma frequency band. The results of this study indicate that the rehabilitation training of patients with the VR-BCI hand function enhancement rehabilitation system incorporating multi-sensory stimulation can accelerate the two-way facilitation of sensory and motor conduction pathways, thus accelerating the rehabilitation process.
    脑卒中(stroke)是由于脑部血液供应突然中断或脑血管破裂,导致脑细胞损伤进而损害患者运动和认知能力的一种急性脑血管疾病。融合脑—机接口(BCI)和虚拟现实(VR)的新型康复训练模式,不仅能促进脑网络功能激活,而且能为患者提供沉浸感强、趣味性强的情境反馈。本文设计了融合多感官刺激反馈、BCI和VR的手部康复训练系统,通过虚拟场景的任务引导患者运动想象,获取患者运动意图,进而在虚拟场景下进行人机交互;同时,融入触觉反馈进一步增加患者本体感受,从而实现基于视、听、触觉多感官刺激反馈的手功能康复训练。本研究通过对比分析加入触觉反馈前后的脑电信号数据内不同频段功率谱密度的差异,发现加入触觉反馈后运动脑区被明显激活,运动脑区的功率谱密度在高γ频段有显著提升。研究结果说明,患者在融合多感官刺激的VR—BCI手功能增强康复系统中进行康复训练,能够加速感觉传导通路和运动传导通路的双向促通,从而加速康复进程。.
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  • 文章类型: Journal Article
    在不增加认知负担的情况下传达紧迫性的通知系统在人机交互中至关重要。触觉反馈系统,特别是那些利用振动反馈的人,已经成为一个令人信服的解决方案,能够根据应用提供所需的紧急程度。高风险应用程序需要评估关键通知期间引发的紧急程度。传统的感知紧迫性评估依赖于主观的自我报告和绩效指标,which,虽然有用,不是实时的,可能会分散手头的任务。相比之下,脑电图技术提供了一种直接的,非侵入式用户认知状态评估方法。利用深度学习,这项研究引入了一种新的方法来评估从单次试验脑电图数据感知的紧迫性,由上身的振动刺激引起,利用我们新收集的紧急振动数据集。所提出的模型将2D卷积神经网络与时间卷积网络相结合,以捕获时空EEG特征,优于几个已建立的EEG模型。所提出的模型通过在三个紧急类(非紧急,紧急,并且非常紧急)来自脑电图数据的单个试验。此外,可解释性分析表明,前额脑区,其次是中央大脑区域,在预测紧急程度方面最有影响力。后续神经统计分析显示,随着紧急程度的增加,theta频段(4-7Hz)的事件相关同步(ERS)增加。这与神经科学文献中的高唤醒和注意力有关。这项研究的局限性在于,所提出的模型的性能仅通过振动数据集进行了测试,这可能会影响调查结果的普遍性。
    Notification systems that convey urgency without adding cognitive burden are crucial in human-computer interaction. Haptic feedback systems, particularly those utilizing vibration feedback, have emerged as a compelling solution, capable of providing desirable levels of urgency depending on the application. High-risk applications require an evaluation of the urgency level elicited during critical notifications. Traditional evaluations of perceived urgency rely on subjective self-reporting and performance metrics, which, while useful, are not real-time and can be distracting from the task at hand. In contrast, EEG technology offers a direct, non-intrusive method of assessing the user\'s cognitive state. Leveraging deep learning, this study introduces a novel approach to evaluate perceived urgency from single-trial EEG data, induced by vibration stimuli on the upper body, utilizing our newly collected urgency-via-vibration dataset. The proposed model combines a 2D convolutional neural network with a temporal convolutional network to capture spatial and temporal EEG features, outperforming several established EEG models. The proposed model achieves an average classification accuracy of 83% through leave-one-subject-out cross-validation across three urgency classes (not urgent, urgent, and very urgent) from a single trial of EEG data. Furthermore, explainability analysis showed that the prefrontal brain region, followed by the central brain region, are the most influential in predicting the urgency level. A follow-up neural statistical analysis revealed an increase in event-related synchronization (ERS) in the theta frequency band (4-7 Hz) with the increased level of urgency, which is associated with high arousal and attention in the neuroscience literature. A limitation of this study is that the proposed model\'s performance was tested only the urgency-via-vibration dataset, which may affect the generalizability of the findings.
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  • 文章类型: Journal Article
    目的:本研究通过检查对听觉反馈的实时扰动的适应性来调查感觉运动关系的发展。
    方法:记录了声学信号,而学龄前儿童和加拿大法语的成年人则产生了前圆形元音/ø/的几种发音,因此F2逐渐上移至最大40%。
    结果:研究结果表明,尽管学龄前儿童对扰动的反馈产生了整体相似的反应,他们的试验间变异性显著高于成人.此外,而成年人的适应程度与知觉分类功能的斜率呈正相关,在基线条件下,儿童的适应量与其产品的变异性相关.这些模式表明,在儿童中观察到的不成熟的运动控制,这有助于增加他们语音产生的可变性,在塑造适应性行为方面发挥作用,因为它允许孩子探索发音/声学空间并学习感觉运动关系。
    OBJECTIVE: This study investigates the development of sensorimotor relationships by examining adaptation to real-time perturbations of auditory feedback.
    METHODS: Acoustic signals were recorded while preschoolers and adult speakers of Canadian French produced several utterances of the front rounded vowel /ø/ for which F2 was gradually shifted up to a maximum of 40%.
    RESULTS: The findings indicate that, although preschool-aged children produced overall similar responses to the perturbed feedback, they displayed significantly more trial-to-trial variability than adults. Furthermore, whereas the magnitude of the adaptation in adults was positively correlated with the slope of the perceptual categorical function, the amount of adaptation in children was linked to the variability of their productions in the baseline condition. These patterns suggest that the immature motor control observed in children, which contributes to increased variability in their speech production, plays a role in shaping adaptive behavior, as it allows children to explore articulatory/acoustic spaces and learn sensorimotor relationships.
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  • 文章类型: Journal Article
    A case of successful correction of the pitch frequency using the computer program Circ FFT is described.
    Описан случай успешной коррекции частоты основного тона голоса с применением компьютерной программы Circ FFT.
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  • 文章类型: Journal Article
    通过触觉接口集成触觉反馈增强了虚拟和增强现实中的体验。然而,电触觉系统,直接刺激机械感受器,通常由于装置和手指之间的压力变化而产生不一致的触觉结果。在这项研究中,我们提出了一个透明的电触觉屏幕与压敏晶体管的集成,确保高度一致的定量触觉感觉。这些晶体管有效地校准由触摸压力引起的触觉变化。此外,我们探索通过电磁波干扰实现的远距离触觉刺激。我们使用体感诱发电位验证了触觉感知,监测体感皮层反应。我们的触觉屏幕可以刺激各种电触觉,并展示各种触觉模式,包括摩尔斯电码和盲文,当与便携式智能设备集成时,提供更身临其境的体验。此外,电场的干扰允许触觉刺激促进不同的刺激定位在较低的电流密度,延伸范围超出与我们的屏幕的电极直接接触。
    Integrating tactile feedback through haptic interfaces enhances experiences in virtual and augmented reality. However, electrotactile systems, which stimulate mechanoreceptors directly, often yield inconsistent tactile results due to variations in pressure between the device and the finger. In this study, we present the integration of a transparent electrotactile screen with pressure-sensitive transistors, ensuring highly consistent quantitative haptic sensations. These transistors effectively calibrate tactile variations caused by touch pressure. Additionally, we explore remote-distance tactile stimulations achieved through the interference of electromagnetic waves. We validated tactile perception using somatosensory evoked potentials, monitoring the somatosensory cortex response. Our haptic screen can stimulate diverse electrotactile sensations and demonstrate various tactile patterns, including Morse code and Braille, when integrated with portable smart devices, delivering a more immersive experience. Furthermore, interference of electric fields allows haptic stimulation to facilitate diverse stimulus positioning at lower current densities, extending the reach beyond direct contact with electrodes of our screen.
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  • 文章类型: Journal Article
    感觉运动适应会改变运动命令及其预测结果之间的映射。这种重新映射已经在视觉领域进行了广泛的研究,但是它在视觉以外的模式中发生的程度仍然不太清楚。这里,我们操纵了到达目标呈现的模态,以比较对视觉和听觉反馈位置扰动的感觉运动适应。我们比较了视觉和听觉感觉模式对扰动的感觉反馈的适应程度,以及消除扰动时到达方向后影响的大小。为了隔离隐式感觉运动重新校准对到达方向适应的贡献,我们通过与任务无关的感觉反馈钳制,使感觉预测误差和任务表现误差保持恒定。72名参与者进行了三个实验之一,其中目标位置信息和终点到达方向反馈由扬声器呈现(n=24),耳机(n=24),或视觉显示(n=24)。目标刺激的呈现持续时间(500ms)和到达方向的(非垂直)终点反馈(100ms)与视觉和听觉模式相匹配。对于所有三个小组,当端点反馈被扰乱时,适应性很明显:到达方向在与夹紧反馈相反的方向上显著增加,在指示参与者消除扰动后,仍然存在明显的后效。这项研究提供了新的证据,表明内隐感觉运动适应是响应于到达方向的扰动听觉反馈而发生的,这表明,响应于感觉预测错误而重新校准感觉到运动图的隐式神经过程可能在整个感觉模态中无处不在。
    Sensorimotor adaptation alters mappings between motor commands and their predicted outcomes. Such remapping has been extensively studied in the visual domain, but the degree to which it occurs in modalities other than vision remains less well understood. Here, we manipulated the modality of reach target presentation to compare sensorimotor adaptation in response to perturbations of visual and auditory feedback location. We compared the extent of adaptation to perturbed sensory feedback for visual and auditory sensory modalities, and the magnitude of reach-direction aftereffects when the perturbation was removed. To isolate the contribution of implicit sensorimotor recalibration to adaptation in reach direction, we held sensory prediction errors and task-performance errors constant via a task-irrelevant clamp of sensory feedback. Seventy-two participants performed one of three experiments in which target location information and endpoint reach direction feedback were presented by loudspeakers (n = 24), headphones (n = 24), or a visual display (n = 24). Presentation durations for target stimuli (500 ms) and (non-veridical) endpoint feedback of reach direction (100 ms) were matched for visual and auditory modalities. For all three groups, when endpoint feedback was perturbed, adaptation was evident: reach-directions increased significantly in the direction opposite the clamped feedback, and a significant aftereffect persisted after participants were instructed that the perturbation had been removed. This study provides new evidence that implicit sensorimotor adaptation occurs in response to perturbed auditory feedback of reach direction, suggesting that an implicit neural process to recalibrate sensory to motor maps in response to sensory prediction errors may be ubiquitous across sensory modalities.
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  • 文章类型: Journal Article
    本文提出了实时测量和减少眼睛剂量的医生和助手进行透视引导动脉穿刺。测量了30例经透视引导的猪双侧股动脉穿刺的眼睛剂量率。使用无听觉和视觉反馈的实时辐射剂量计进行了15次荧光透视引导穿刺,其他15次穿刺是使用具有10年以上经验的介入心脏病学家佩戴在额头上的视觉和听觉反馈的实时辐射剂量计进行的。在使用具有听觉反馈的实时辐射剂量计进行动脉穿刺期间,医师眼睛的平均辐射剂量率为0.07mSv/h(n=15),而在没有视觉和听觉反馈的情况下为0.18mSv/h(n=15)。使用该装置的眼睛的减少百分比为61%。在助手的情况下,眼睛的减少为33%(n=15)。实时视觉和听觉反馈剂量计降低了医生和助手的眼睛剂量率,也帮助他远离X射线源。实时辐射剂量计可以是测量和减少眼睛剂量的有效工具。通过使用具有视觉和听觉反馈的实时辐射剂量计,可以显着降低医师和助手的辐射眼剂量率。实时辐射剂量计不仅有助于测量,而且有助于实时最小化医生和助手的辐射剂量率。
    This paper proposes measurement and reduction of eye dose in real time for the physician and the assistant performing fluoroscopy guided arterial puncture. Eye dose rates were measured for 30 fluoroscopy-guided punctures of bilateral femoral arteries in pigs. Fifteen fluoroscopy-guided punctures were performed using real time radiation dosimeter without auditory and visual feedback and other fifteen punctures were done using real time radiation dosimeter with visual and auditory feedback worn on forehead by an interventional cardiologist having experience of more than 10 years. The mean radiation dose rate for eyes of physician during arterial puncturing with real time radiation dosimeter with auditory feedback was 0.07 mSv/h (n = 15) whereas it was 0.18 mSv/h (n = 15) without visual and auditory feedback. The percentage of reduction with the device was 61% for eyes. In case of assistant the reduction was 33% for eyes (n = 15). The real time visual and auditory feedback dosimeter has reduced the eye dose rate of the physician and assistant and also helped him staying away from the X-ray source. Real time radiation dosimeters can be an effective tool to measure and reduce the dose to the eyes. The radiation eye dose rate for physician and assistant was significantly reduced by using real time radiation dosimeter with visual and auditory feedback. The real time radiation dosimeter not only helps in measuring but also help in minimizing the radiation dose rate for the physician and assistant in real time.
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