Virtual

虚拟
  • 文章类型: Journal Article
    CryptoKitties,以太坊上的一款时尚游戏,是一个具有智能合约功能的开源公共区块链平台,2017年,不可替代代币(NFT)进入公众视野。NFT之所以受欢迎,是因为它们具有不可替代的属性以及在现实世界中的独特和不可替代的性质。NFT的雏形可以追溯到2012年基于比特币改进的P2P网络协议,该协议可以实现分散的数字资产交易。NFT最近备受关注,并呈现出前所未有的爆炸性增长趋势。在这里,将数字资产NFT的概念引入医疗健康领域,对生物银行运营进行颠覆性讨论。通过将生物医学数据转换为NFT,可以加速样品的收集和循环,可以促进资源的转化。总之,生物库可以通过“权力下放”实现可持续发展。\"
    CryptoKitties, a trendy game on Ethereum that is an open-source public blockchain platform with a smart contract function, brought nonfungible tokens (NFTs) into the public eye in 2017. NFTs are popular because of their nonfungible properties and their unique and irreplaceable nature in the real world. The embryonic form of NFTs can be traced back to a P2P network protocol improved based on Bitcoin in 2012 that can realize decentralized digital asset transactions. NFTs have recently gained much attention and have shown an unprecedented explosive growth trend. Herein, the concept of digital asset NFTs is introduced into the medical and health field to conduct a subversive discussion on biobank operations. By converting biomedical data into NFTs, the collection and circulation of samples can be accelerated, and the transformation of resources can be promoted. In conclusion, the biobank can achieve sustainable development through \"decentralization.\"
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  • 文章类型: Journal Article
    可移动局部义齿(RPD)设计对于牙科治疗的长期成功至关重要,但是牙科学生在RPD设计培训和能力获取方面的缺点已经持续了数十年。数字生产在口腔医学中的患病率正在增加,和数字RPD(D-RPD)模块,在我们以前的工作中报告的经过认证的牙科技术人员客观操作技能检查(OMEDT)系统的框架下,可能会改进现有的学生RPD培训模式。
    我们旨在确定与传统训练相比,用于RPD设计的基于虚拟3D仿真的渐进式数字训练模块的功效。
    我们开展了一项前瞻性队列研究,包括重庆医科大学口腔医学院的牙科技术学生。队列1接受了传统的RPD设计培训(7周)。队列2接受了基于文本和2D草图的D-RPD模块训练(7周)。队列3接受了基于文本和2D草图的D-RPD模块飞行员培训(4周),并继续接受基于真实患者的3D虚拟模型的培训(3周)。在训练后1个月和1年进行基于虚拟模型的RPD设计测试。我们收集了RPD设计分数和进行每次评估所花费的时间。
    我们收集了RPD设计分数以及训练后1个月和1年进行每次评估所花费的时间。这项研究招募了109名学生,包括58名(53.2%)女生和51名(56.8%)男生。队列1在两个测试中得分最低,队列3得分最高(队列1-3在1个月时:平均得分为65.8,SD21.5;平均得分为81.9,SD6.88;和平均得分为85.3,SD8.55;P<.001;队列1-3在1y时:平均得分为60.3,SD16.7;平均得分为75.5,SD3.90;平均得分为90.9,SD<4.3。在1个月时,队列之间的时间差异无统计学意义(队列1-3:平均2407.8,SD1370.3s;平均1835.0,SD1329.2s;和平均1790.3,SD1195.5s,分别;P=.06),但在1年时具有统计学意义(队列1-3:平均2049.16,SD1099.0s;平均1857.33,SD587.39s;平均2524.3,SD566.37s,分别;P<.001)。队列内比较表明,队列1在1个月和1年的得分差异无统计学意义(95%CI-2.1至13.0;P=.16),而队列3在1年后获得了更高的分数(95%CI2.5-8.7;P=.001),1年后,队列2的得分明显较低(95%CI-8.8至-3.9;P<.001)。
    队列3在两个时间点都获得了最高分,并在1年时保留了能力,这表明包括虚拟3D仿真在内的渐进式D-RPD培训促进了RPD设计能力的提高。采用D-RPD培训可能有利于学习成果。
    UNASSIGNED: Removable partial denture (RPD) design is crucial to long-term success in dental treatment, but shortcomings in RPD design training and competency acquisition among dental students have persisted for decades. Digital production is increasing in prevalence in stomatology, and a digital RPD (D-RPD) module, under the framework of the certified Objective Manipulative Skill Examination of Dental Technicians (OMEDT) system reported in our previous work, may improve on existing RPD training models for students.
    UNASSIGNED: We aimed to determine the efficacy of a virtual 3D simulation-based progressive digital training module for RPD design compared to traditional training.
    UNASSIGNED: We developed a prospective cohort study including dental technology students at the Stomatology College of Chongqing Medical University. Cohort 1 received traditional RPD design training (7 wk). Cohort 2 received D-RPD module training based on text and 2D sketches (7 wk). Cohort 3 received D-RPD module pilot training based on text and 2D sketches (4 wk) and continued to receive training based on 3D virtual casts of real patients (3 wk). RPD design tests based on virtual casts were conducted at 1 month and 1 year after training. We collected RPD design scores and the time spent to perform each assessment.
    UNASSIGNED: We collected the RPD design scores and the time spent to perform each assessment at 1 month and 1 year after training. The study recruited 109 students, including 58 (53.2%) female and 51 male (56.8%) students. Cohort 1 scored the lowest and cohort 3 scored the highest in both tests (cohorts 1-3 at 1 mo: mean score 65.8, SD 21.5; mean score 81.9, SD 6.88; and mean score 85.3, SD 8.55, respectively; P<.001; cohorts 1-3 at 1 y: mean score 60.3, SD 16.7; mean score 75.5, SD 3.90; and mean score 90.9, SD 4.3, respectively; P<.001). The difference between cohorts in the time spent was not statistically significant at 1 month (cohorts 1-3: mean 2407.8, SD 1370.3 s; mean 1835.0, SD 1329.2 s; and mean 1790.3, SD 1195.5 s, respectively; P=.06) but was statistically significant at 1 year (cohorts 1-3: mean 2049.16, SD 1099.0 s; mean 1857.33, SD 587.39 s; and mean 2524.3, SD 566.37 s, respectively; P<.001). Intracohort comparisons indicated that the differences in scores at 1 month and 1 year were not statistically significant for cohort 1 (95% CI -2.1 to 13.0; P=.16), while cohort 3 obtained significantly higher scores 1 year later (95% CI 2.5-8.7; P=.001), and cohort 2 obtained significantly lower scores 1 year later (95% CI -8.8 to -3.9; P<.001).
    UNASSIGNED: Cohort 3 obtained the highest score at both time points with retention of competency at 1 year, indicating that progressive D-RPD training including virtual 3D simulation facilitated improved competency in RPD design. The adoption of D-RPD training may benefit learning outcomes.
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  • 文章类型: Controlled Clinical Trial
    目的:本研究旨在评估护理本科生中虚拟仿真和现场仿真的结合。
    背景:目前,仿真是我国仿真的主要形式。随着计算机技术的发展,计算机虚拟仿真在仿真中逐渐得到应用,并显示出独特的优势。然而,将虚拟仿真与现场仿真相结合的仿真格式在中国很少见。
    方法:这是一项混合方法研究,应用了QUAN→QUAL顺序解释方法。
    方法:在定量阶段,一项非随机对照试验(NRCT)在来自中国一所大学护理学院的93名大三护生中进行.选取平行班1、2、3的学生(45名)作为实验组,而平行班4,5和6的学生(48名学生)作为对照组。对照组完成了现场模拟,而实验组需要完成虚拟仿真和现场仿真。教师根据演示清单评估了学生在现场模拟中的表现。模拟后,邀请学生回答“学生学习满意度和自信心量表”(SSS),模拟教育实践量表(EPSS)和临床学习环境比较调查(CLECS)。在定性阶段进行了描述性定性研究。通过目的抽样方法从实验组中招募了10名学生,并接受了研究人员的采访。采用半结构化访谈法对他们进行了深入访谈。
    结果:实验组学生成绩的平均得分高于对照组(63.00vs57.67)。学习满意度没有显着差异,两组患者的自信心和模拟实践得分(合作维度除外)(P>0.05)。对于实验组,现场模拟的CLECS总分高于虚拟模拟,分别为84.98±12.50和72.58±13.04,差异有统计学意义(t=5.270,p<0.001)。在定性阶段采访了10名学生。通过采访,我们了解到,学生认为虚拟仿真与现场仿真相结合有助于提高他们的知识,提高他们的学习信心,帮助他们发展非技术技能(即决策和批判性思维)。
    结论:现场仿真是仿真的首选形式,虚拟仿真是现场仿真的有益补充。建议将两者的结合引入护理本科生的模拟课程中。
    OBJECTIVE: This study aimed to evaluate the combination of virtual simulation and in-person simulation among undergraduate nursing students.
    BACKGROUND: At present, in-person simulation is the main form of simulation in China. With the development of computer technology, computer-based virtual simulation is gradually applied in simulation and has shown unique advantages. However, simulation format that combines virtual simulation with in-person simulation is rare in China.
    METHODS: This was a mixed methods study, which applied a QUAN→qual sequential explanatory approach.
    METHODS: In the quantitative phase, a non-randomized controlled trial (NRCT) was employed among 93 junior nursing students from nursing school of a university in China. Students from parallel classes 1, 2 and 3 (45 students) were selected as experimental group, while students from parallel classes 4, 5 and 6 (48 students) were selected as control group. The control group completed the in-person simulation, while the experimental group was required to complete both virtual simulation and in-person simulation. The students\' performance in in-person simulation was evaluated by the teachers according to a demonstrating checklist. After simulation, Students were invited to answer the Students\' Satisfaction and Self-confidence in Learning Scale (SSS), Educational Practices in Simulation Scale (EPSS) and Clinical Learning Environment Comparison Survey (CLECS). A descriptive qualitative study was conducted in qualitative phase. Ten students were recruited by a purposive sampling method from the experimental group and were interviewed by the researcher. A semi-structured interview method was used to conduct in-depth interviews with them.
    RESULTS: The mean score of the students\' performance in the experimental group was higher than that in the control group (63.00 vs 57.67). There were no significant differences in learning satisfaction, self-confidence and simulated practice score (except cooperation dimension) between the two groups (P>0.05). For experimental group, the total CLECS score in in-person simulation was higher than that in virtual simulation, which was 84.98±12.50 and 72.58±13.04 respectively and the difference was statistically significant (t=5.270, p<0.001). Ten students were interviewed in the qualitative phase. Through the interview, we have learned that students believed that virtual simulation combined with in-person simulation is helpful to enhance their knowledge, improve their learning confidence and help them develop non-technical skills (i.e., decision-making and critical thinking).
    CONCLUSIONS: In-person simulation is the preferred form of simulation and virtual simulation is a beneficial supplement to in-person simulation. The combination of the two is suggested to be introduced into the simulation curriculum for undergraduate nursing students.
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  • 文章类型: Journal Article
    UNASSIGNED:基于TAM模型对流量构造的扩展,本研究评估了隐喻技术在大学篮球课程中的影响。
    UASSIGNED:我们使用在线问卷调查对849个有效样本进行了调查,使用结构方程模型验证了我们的分析,并考察了性别对路径关系的调节作用。
    未经评估:感知的易用性,流动体验,产品的感知有用性是行为意图的重要预测因子。根据研究,感知有用性,流量体验对态度有显著影响。在行为意图的路径上,观察到性别对感知易用性的调节作用,研究结果扩展了利用隐喻技术进行篮球教学和TAM的理论研究。
    UNASSIGNED:基于隐喻的学习体验可以增强篮球学习的流量体验,从而增加了使用的意愿和学习的有效性。
    UNASSIGNED: Based on the expansion of flow constructs based on the TAM model, this study assesses the impact of metaverse technology in college basketball courses.
    UNASSIGNED: We surveyed 849 effective samples using an online questionnaire survey, verified our analysis using structural equation modeling, and examined the moderating effect of gender on the path relationship.
    UNASSIGNED: The perceived ease of use, the flow experience, and the perceived usefulness of the product are important predictors of behavioral intention. According to the study, perceived usefulness, and flow experience influence attitudes significantly. A moderating effect of gender is observed on perceived ease of use on the path to behavioral intention, and the results extend the theoretical research on the use of metaverse technology for basketball instruction and TAM.
    UNASSIGNED: A metaverse-based learning experience can enhance the flow experience of basketball learning, thus increasing the willingness to use and the effectiveness of learning.
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  • 文章类型: Journal Article
    The metabotropic glutamate subtype 1 (mGluR1), a member of the metabotropic glutamate receptors, is a therapeutic target for neurological disorders. However, due to the lower subtype selectivity of mGluR1 orthosteric compounds, a new targeted strategy, known as allosteric modulators research, is needed for the treatment of mGluR1-related diseases. Recently, the structure of the seven-transmembrane domain (7TMD) of mGluR1 has been solved, which reveals the binding site of allosteric modulators and provides an opportunity for future subtype-selectivity drug design. In this study, a series of computer-aided drug design methods were utilized to discover potential mGluR1 negative allosteric modulators (NAMs). Pharmacophore models were constructed based on three different structure types of mGluR1 NAMs. After validation using the built-in parameters and test set, the optimal pharmacophore model of each structure type was selected and utilized as a query to screen the Traditional Chinese Medicine Database (TCMD). Then, three different hit lists of compounds were obtained. Molecular docking was used based on the latest crystal structure of mGluR1-7TMD to further filter these hits. As a compound with high QFIT and LibDock Score was preferred, a total of 30 compounds were retained. MD simulation was utilized to confirm the stability of potential compounds binding. From the computational results, thesinine-4\'-O-β-d-glucoside, nigrolineaxanthone-P and nodakenin might exhibit negative allosteric moderating effects on mGluR1. This paper indicates the applicability of molecular simulation technologies for discovering potential natural mGluR1 NAMs from Chinese herbs.
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