86,164 research outputs found

    Prevalence of haptic feedback in robot-mediated surgery : a systematic review of literature

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    © 2017 Springer-Verlag. This is a post-peer-review, pre-copyedit version of an article published in Journal of Robotic Surgery. The final authenticated version is available online at: https://doi.org/10.1007/s11701-017-0763-4With the successful uptake and inclusion of robotic systems in minimally invasive surgery and with the increasing application of robotic surgery (RS) in numerous surgical specialities worldwide, there is now a need to develop and enhance the technology further. One such improvement is the implementation and amalgamation of haptic feedback technology into RS which will permit the operating surgeon on the console to receive haptic information on the type of tissue being operated on. The main advantage of using this is to allow the operating surgeon to feel and control the amount of force applied to different tissues during surgery thus minimising the risk of tissue damage due to both the direct and indirect effects of excessive tissue force or tension being applied during RS. We performed a two-rater systematic review to identify the latest developments and potential avenues of improving technology in the application and implementation of haptic feedback technology to the operating surgeon on the console during RS. This review provides a summary of technological enhancements in RS, considering different stages of work, from proof of concept to cadaver tissue testing, surgery in animals, and finally real implementation in surgical practice. We identify that at the time of this review, while there is a unanimous agreement regarding need for haptic and tactile feedback, there are no solutions or products available that address this need. There is a scope and need for new developments in haptic augmentation for robot-mediated surgery with the aim of improving patient care and robotic surgical technology further.Peer reviewe

    Functional Electrical Stimulation mediated by Iterative Learning Control and 3D robotics reduces motor impairment in chronic stroke

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    Background: Novel stroke rehabilitation techniques that employ electrical stimulation (ES) and robotic technologies are effective in reducing upper limb impairments. ES is most effective when it is applied to support the patients’ voluntary effort; however, current systems fail to fully exploit this connection. This study builds on previous work using advanced ES controllers, and aims to investigate the feasibility of Stimulation Assistance through Iterative Learning (SAIL), a novel upper limb stroke rehabilitation system which utilises robotic support, ES, and voluntary effort. Methods: Five hemiparetic, chronic stroke participants with impaired upper limb function attended 18, 1 hour intervention sessions. Participants completed virtual reality tracking tasks whereby they moved their impaired arm to follow a slowly moving sphere along a specified trajectory. To do this, the participants’ arm was supported by a robot. ES, mediated by advanced iterative learning control (ILC) algorithms, was applied to the triceps and anterior deltoid muscles. Each movement was repeated 6 times and ILC adjusted the amount of stimulation applied on each trial to improve accuracy and maximise voluntary effort. Participants completed clinical assessments (Fugl-Meyer, Action Research Arm Test) at baseline and post-intervention, as well as unassisted tracking tasks at the beginning and end of each intervention session. Data were analysed using t-tests and linear regression. Results: From baseline to post-intervention, Fugl-Meyer scores improved, assisted and unassisted tracking performance improved, and the amount of ES required to assist tracking reduced. Conclusions: The concept of minimising support from ES using ILC algorithms was demonstrated. The positive results are promising with respect to reducing upper limb impairments following stroke, however, a larger study is required to confirm this

    "A step into the abyss" Transmedia in the UK Games and Television Industries

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    This article uses a media industries studies perspective to investigate the current state of transmedia production in the UK. Analysing the discursive statements of a range of industry participants from both UK television and games industries, the article reveals a series of contradictions and misunderstandings that may be limiting the effectiveness of multi-platform projects. By comparing overlapping discursive patterns around attitudes to risk, measures of success, authorship between the two industries, and repeated concerns over the balance of creative and commercial imperatives, the article argues that existing hierarchies of power between media industries threaten to derail future convergence

    Theory, reality, and possibilities for a digital/communicative socialist network society

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    Digital capitalism is guided by the organising principles of digital automation, information processing, and communication. It rests on the consolidation of relations of exploitation of digital labour based on flexibility and generating precarity. It makes profit from user data under conditions of surveillance. What would an alternative paradigm look like? This paper aims to sketch a possible socialist society resting on digital technology but organised on a different logic, namely that of autonomous production, leisure, and social engagement. It draws on relevant theories of the Left, evaluates them against the reality of digital capitalism, and suggests structural and user practice alternatives that can pave the way towards a digital/communicative socialism. This paper engages with the works of Czech philosopher Radovan Richta (1924-1983) and Austrian-French philosopher André Gorz (1923-2007). It shows that their ideas on the scientific and technological revolution and post-industrial socialism are highly relevant for the analysis and discussion of digital/communicative socialism

    Using 2D photography as a 3D constructional tool within the metaverse

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    Photography is a powerful two dimensional representation tool to document three dimensional volumes like architecture. It is possible to manipulate photos with two dimensional tools like Photoshop in order to suggest new three dimensional re/formations and re/interpret architecture. One can alternatively use two dimensional textures as mappings to create realistic three dimensional model renderings. This project is a combination of these two approaches: photographing architecture, turning the resulting photos into transparent image files, and then mapping these photos onto three dimensional volumes in order to create a ‘new’ architecture from an ‘existing’ architecture. One of the advantages of using photographs to create architecture is that the photo pool can easily be composed of visuals from various cultures and you may end up using an amalgam of visuals from, say, so-called opposite cultures. This possibility reminds the peaceful collaboration of musicians from different cultures to create a unique music. In addition, this act can also be taken as a migration of media through appropriation of photography for three dimensional volume creation and re/presentation. At this point, we are talking about a double representation, since photography is a representation tool already and it gains another representational dimension when it is remapped onto three dimensional volumes for the construction of an alternative reality. This article concentrates on using a representation tool (photography) to construct a three dimensional space (architecture) within a virtual three dimensional environment (Second Life®). During the process the concepts of perception, reality, cultural context, re/presentation and appropriation will be examined

    Would Kitty Genovese have been murdered in Second Life? Researching the "bystander effect" using online technologies

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    The increasing use of online technologies, including &lsquo;virtual worlds&rsquo; such as Second Life, provides sociology with a transformed context within which to ply creative research approaches to ongoing social issues, such as the &lsquo;bystander effect&rsquo;. While the &lsquo;bystander effect&rsquo; was coined following a real-life incident, the concept has been researched primarily through laboratory-based experiments. The relationship between &lsquo;virtual&rsquo; and &lsquo;real&rsquo; world environments and human behaviours are, however, unclear and warrant careful attention and research.In this paper we outline existing literature on the applicability of computer-simulated activity to real world contexts. We consider the potential of Second Life as a research environment in which &lsquo;virtual&rsquo; and &lsquo;real&rsquo; human responses are potentially more blurred than in real-life or a laboratory setting. We describe preliminary research in which unsolicited Second Life participants faced a situation in which they could have intervened. Our findings suggest the existence of a common perception that formal regulators were close at hand, and that this contributed to the hesitation of some people to personally intervene in the fraught situation. In addition to providing another angle on the &lsquo;bystander effect&rsquo;, this research contributes to our understanding of how new technologies might enable us to conduct social research in creative ways.<br /

    Cloudbus Toolkit for Market-Oriented Cloud Computing

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    This keynote paper: (1) presents the 21st century vision of computing and identifies various IT paradigms promising to deliver computing as a utility; (2) defines the architecture for creating market-oriented Clouds and computing atmosphere by leveraging technologies such as virtual machines; (3) provides thoughts on market-based resource management strategies that encompass both customer-driven service management and computational risk management to sustain SLA-oriented resource allocation; (4) presents the work carried out as part of our new Cloud Computing initiative, called Cloudbus: (i) Aneka, a Platform as a Service software system containing SDK (Software Development Kit) for construction of Cloud applications and deployment on private or public Clouds, in addition to supporting market-oriented resource management; (ii) internetworking of Clouds for dynamic creation of federated computing environments for scaling of elastic applications; (iii) creation of 3rd party Cloud brokering services for building content delivery networks and e-Science applications and their deployment on capabilities of IaaS providers such as Amazon along with Grid mashups; (iv) CloudSim supporting modelling and simulation of Clouds for performance studies; (v) Energy Efficient Resource Allocation Mechanisms and Techniques for creation and management of Green Clouds; and (vi) pathways for future research.Comment: 21 pages, 6 figures, 2 tables, Conference pape

    A GRID-BASED E-LEARNING MODEL FOR OPEN UNIVERSITIES

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    E-learning has grown to become a widely accepted method of learning all over the world. As a result, many e-learning platforms which have been developed based on varying technologies were faced with some limitations ranging from storage capability, computing power, to availability or access to the learning support infrastructures. This has brought about the need to develop ways to effectively manage and share the limited resources available in the e-learning platform. Grid computing technology has the capability to enhance the quality of pedagogy on the e-learning platform. In this paper we propose a Grid-based e-learning model for Open Universities. An attribute of such universities is the setting up of multiple remotely located campuses within a country. The grid-based e-learning model presented in this work possesses the attributes of an elegant architectural framework that will facilitate efficient use of available e-learning resources and cost reduction, leading to general improvement of the overall quality of the operations of open universities
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