86,343 research outputs found
Experimental making in multi-disciplinary research
For the past 3 years, Graham Whiteley has been using making in a project to develop a mechanical analogy for the human skeletal arm to inform the future development of prostheses and other artefacts. Other aspects of the work such as use of drawings and the
use of a principled approach in the absence of concrete design goals have been documented elsewhere, this paper concentrates on the central role of making in the process.
The paper will discuss the role of making in multi-disciplinary research; craft skills and resources appropriate to each stage of a practice centred research project in this area; the use of models in an iterative experimental investigation and the value of models in eliciting knowledge from a broad community of interested parties and experts.</p
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3D printed ventricular septal defect patch: a primer for the 2015 Radiological Society of North America (RSNA) hands-on course in 3D printing.
Hand-held three dimensional models of the human anatomy and pathology, tailored-made protheses, and custom-designed implants can be derived from imaging modalities, most commonly Computed Tomography (CT). However, standard DICOM format images cannot be 3D printed; instead, additional image post-processing is required to transform the anatomy of interest into Standard Tessellation Language (STL) format is needed. This conversion, and the subsequent 3D printing of the STL file, requires a series of steps. Initial post-processing involves the segmentation-demarcation of the desired for 3D printing parts and creating of an initial STL file. Then, Computer Aided Design (CAD) software is used, particularly for wrapping, smoothing and trimming. Devices and implants that can also be 3D printed, can be designed using this software environment. The purpose of this article is to provide a tutorial on 3D Printing with the test case of complex congenital heart disease (CHD). While the infant was born with double outlet right ventricle (DORV), this hands-on guide to be featured at the 2015 annual meeting of the Radiological Society of North America Hands-on Course in 3D Printing focused on the additional finding of a ventricular septal defect (VSD). The process of segmenting the heart chambers and the great vessels will be followed by optimization of the model using CAD software. A virtual patch that accurately matches the patient's VSD will be designed and both models will be prepared for 3D printing
Computational medical imaging for total knee arthroplasty using visualitzation toolkit
This project is presented as a Master Thesis in the field of Civil Engineering, Biomedical specialization. As the
project of an Erasmus exchange student, this thesis has been under supervision both the Universite Livre de
Bruxelles and the Universitat Politecnica de Catalunya. The purpose of this thesis to put in practice all the
knowledges acquired during this Master in Industrial Engineering in UPC and to be a support for medical staff
in total knee arthoplasty procedures.
Prof. Emmanuel Thienpont has been working for years as orthopaedic surgeon at the Hospital Sant Luc,
Brussels. His years of work and research have been mainly focused on Total Knee Arthroplasty or TKA. During
one of the most important steps of this procedure, the orthopaedic surgeon has to cut the head of the femur
following two perpendicular cutting planes. Nevertheless, the orientation of these planes are directly dependant
of the femur constitution.
This Master Thesis has been conceived in order to offer the surgeon a tool to determine the proper direction
planes in a previous step before the surgical procedure. This project pretends to give the surgeon an openfree
computational platform to access to patient geometrical and physiological information before involving the
subject in any invasive procedure
The Digital Anatomist Information System and Its Use in the Generation and Delivery of Web-Based Anatomy Atlases
Advances in network and imaging technology, coupled with the availability of 3-D datasets
such as the Visible Human, provide a unique opportunity for developing information systems
in anatomy that can deliver relevant knowledge directly to the clinician, researcher or educator. A software framework is described for developing such a system within a distributed architecture that includes spatial and symbolic anatomy information resources, Web and custom servers, and authoring and end-user client programs. The authoring tools have been used to create 3-D atlases of the brain, knee and thorax that are used both locally and throughout the world. For the one and a half year period from June 1995–January 1997, the on-line atlases were accessed by over 33,000 sites from 94 countries, with an average of over 4000 ‘‘hits’’ per day, and 25,000 hits per day during peak exam periods. The atlases have been linked to by over 500 sites, and have received at least six unsolicited awards by outside rating institutions. The flexibility of the software framework has allowed the information system to evolve with advances in technology and representation methods. Possible new features include knowledge-based image retrieval and tutoring, dynamic generation of 3-D scenes, and eventually, real-time virtual reality navigation through the body. Such features, when coupled with other on-line biomedical information resources, should lead to interesting new ways for
managing and accessing structural information in medicine
Art and Medicine: A Collaborative Project Between Virginia Commonwealth University in Qatar and Weill Cornell Medicine in Qatar
Four faculty researchers, two from Virginia Commonwealth University in Qatar, and two from Weill Cornell Medicine in Qatar developed a one semester workshop-based course in Qatar exploring the connections between art and medicine in a contemporary context. Students (6 art / 6 medicine) were enrolled in the course. The course included presentations by clinicians, medical engineers, artists, computing engineers, an art historian, a graphic designer, a painter, and other experts from the fields of art, design, and medicine. To measure the student experience of interdisciplinarity, the faculty researchers employed a mixed methods approach involving psychometric tests and observational ethnography. Data instruments included pre- and post-course semi-structured audio interviews, pre-test / post-test psychometric instruments (Budner Scale and Torrance Tests of Creativity), observational field notes, self-reflective blogging, and videography. This book describes the course and the experience of the students. It also contains images of the interdisciplinary work they created for a culminating class exhibition. Finally, the book provides insight on how different fields in a Middle Eastern context can share critical /analytical thinking tools to refine their own professional practices
Virtual Reality applied to biomedical engineering
Actualment, la realitat virtual esta sent tendència i s'està expandint a l'à mbit mèdic, fent possible l'aparició de nombroses aplicacions dissenyades per entrenar metges i tractar pacients de forma més eficient, aixà com optimitzar els processos de planificació quirúrgica. La necessitat mèdica i objectiu d'aquest projecte és fer òptim el procés de planificació quirúrgica per a cardiopaties congènites, que compren la reconstrucció en 3D del cor del pacient i la seva integració en una aplicació de realitat virtual. Seguint aquesta lÃnia s’ha combinat un procés de modelat 3D d’imatges de cors obtinguts gracies al Hospital Sant Joan de Déu i el disseny de l’aplicació mitjançant el software Unity 3D gracies a l’empresa VISYON. S'han aconseguit millores en quant al software emprat per a la segmentació i reconstrucció, i s’han assolit funcionalitats bà siques a l’aplicació com importar, moure, rotar i fer captures de pantalla en 3D de l'òrgan cardÃac i aixÃ, entendre millor la cardiopatia que s’ha de tractar. El resultat ha estat la creació d'un procés òptim, en el que la reconstrucció en 3D ha aconseguit ser rà pida i precisa, el mètode d’importació a l’app dissenyada molt senzill, i una aplicació que permet una interacció atractiva i intuïtiva, gracies a una experiència immersiva i realista per ajustar-se als requeriments d'eficiència i precisió exigits en el camp mèdic
An investigation to examine the most appropriate methodology to capture historical and modern preserved anatomical specimens for use in the digital age to improve access: a pilot study
Anatomico-pathological specimens constitute a valuable component of many medical museums or
institutional collections but can be limited in their impact on account of both physical and intellectual
inaccessibility. Further concerns relate to conservation as anatomical specimens may be subject to
tissue deterioration, constraints imposed by spatial or financial limitations of the host institution, or
accident-based destruction. In awareness of these issues, a simple and easily implementable
methodology to increase accessibility, impact and conservation of anatomical specimens is proposed
which combines photogrammetry, object virtual reality (object VR), and interactive portable document
format (PDF) with supplementary historical and anatomical commentary. The methodology was
developed using wet, dry, and plastinated specimens from the historical and modern collections in the
Museum of Anatomy at the University of Glasgow. It was found that photogrammetry yielded excellent
results for plastinated specimens and showed potential for dry specimens, while object VR produced
excellent photorealistic virtual specimens for all materials visualised. Use of PDF as output format was
found to allow for the addition of textual, visual, and interactive content, and as such supplemented the
virtual specimen with multidisciplinary information adaptable to the needs of various audiences. The
results of this small-scale pilot study indicate the beneficial nature of combining these established
techniques into a methodology for the digitisation and utilisation of historical anatomical collections in
particular, but also collections of material culture more broadly
First make something – principled, creative design as a tool for multi-disciplinary research in clinical engineering
Design provides a set of tools for exploring our world and these can give very different insights from the tools of the natural scientist or social scientist. The Art and Design Research Centre at Sheffield Hallam University is developing the use of creative practice at the centre of multi-disciplinary research and has demonstrated that this approach can bring significant results in areas of research which are more usually thought of thought of as science or engineering.
This paper describes a 3-year project which has provided completely new ideas for the design of artificial limbs based on close analogies with human anatomy. The project was intended to look at very long-term developments but has also resulted in ideas for today's products and has changed the thinking of both clinicians and manufacturers.
Investigative methods included iterative cycles of creative development and reflection; work with users including
the production of video material to stimulate their thinking beyond the state of the art; and both qualitative and
quantitative evaluation of design outcomes with scientific and clinical specialists.</p
Proof of concept of a workflow methodology for the creation of basic canine head anatomy veterinary education tool using augmented reality
Neuroanatomy can be challenging to both teach and learn within the undergraduate veterinary medicine and surgery curriculum. Traditional techniques have been used for many years, but there has now been a progression to move towards alternative digital models and interactive 3D models to engage the learner. However, digital innovations in the curriculum have typically involved the medical curriculum rather than the veterinary curriculum. Therefore, we aimed to create a simple workflow methodology to highlight the simplicity there is in creating a mobile augmented reality application of basic canine head anatomy. Using canine CT and MRI scans and widely available software programs, we demonstrate how to create an interactive model of head anatomy. This was applied to augmented reality for a popular Android mobile device to demonstrate the user-friendly interface. Here we present the processes, challenges and resolutions for the creation of a highly accurate, data based anatomical model that could potentially be used in the veterinary curriculum. This proof of concept study provides an excellent framework for the creation of augmented reality training products for veterinary education. The lack of similar resources within this field provides the ideal platform to extend this into other areas of veterinary education and beyond
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