12,500 research outputs found

    Augmented and virtual reality in surgery—the digital surgical environment:applications, limitations and legal pitfalls

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    The continuing enhancement of the surgical environment in the digital age has led to a number of innovations being highlighted as potential disruptive technologies in the surgical workplace. Augmented reality (AR) and virtual reality (VR) are rapidly becoming increasingly available, accessible and importantly affordable, hence their application into healthcare to enhance the medical use of data is certain. Whether it relates to anatomy, intraoperative surgery, or post-operative rehabilitation, applications are already being investigated for their role in the surgeons armamentarium. Here we provide an introduction to the technology and the potential areas of development in the surgical arena

    A pilot study of operating department practitioners undertaking high-risk learning: a comparison of experiential, part-task and hi-fidelity simulation teaching methods

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    Health care learners commonly rely on opportunistic experiential learning in clinical placements in order to develop cognitive and psychomotor clinical skills. In recent years there has been an increasing effort to develop effective alternative, non-opportunistic methods of learning, in an attempt to bypass the questionable tradition of relying on patients to practice on. As part of such efforts, there is an increased utilisation of simulation-based education. However, the effectiveness of simulation in health care education arguably varies between professions (Liaw, Chan, Scherpbier, Rethans, & Pua, 2012; Oberleitner, Broussard, & Bourque, 2011; Ross, 2012). This pilot study compares the effectiveness of three educational (or ‘teaching’) methods in the development of clinical knowledge and skills during Rapid Sequence Induction (RSI) of anaesthesia, a potentially life-threatening clinical situation. Students of Operating Department Practice (ODP) undertook either a) traditional classroom based and experiential learning, b) part-task training, or c) fully submersive scenario-based simulated learning

    Optimising information literacy delivery to large classes: the contact or the online approach?

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    DCU Business School runs undergraduate programmes of varying sizes, from 40 to 200 students. Some modules cross disciplines and attract even higher numbers. One such module is HR118: Skills for success which in the last year has exceeded 200. Even this number is restrained by the optional nature of the module. Were it to be an obligatory module, the total would exceed 300. The Library has been providing embedded information literacy sessions to HR118 since its inception, providing face-to-face training on essential resources and research techniques, together with assessment. Generally the experience has been successful. There have been some problems, mainly organisational and logistical, but the Library and module co-ordinator have resolved these as they arise. However, the recent class size increase, and the possibility that the module may sometime become obligatory, forced the Library to devise an alternative strategy for 2008-09 – a hybrid approach which has enabled the Library to combine new technological options with traditional face-to-face engagement. There are many elements to the new programme, all designed to inform students on content, test the process and obtain feedback. This paper will assess the progress of Library input into the module. It will consider the key nature of relationships with academics, how organisation of the Library content element has been managed over time, and evaluate student response based on diverse evidence derived from online assessment, class feedback and survey. It will examine how developments to date feed into communication with faculty and into future improvements in information literacy development. Finally, the paper will address how Library input has advanced the delivery of information literacy to business undergraduates as a whole, and consider whether libraries should actually invest more in online delivery of information literacy or keep the focus on face-to-face delivery to groups

    Sensing and mapping for interactive performance

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    This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances. From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context. Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed

    Immersive Tourism - State of the Art of Immersive Tourism Realities through XR Technology.

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