1,253 research outputs found

    Navigating the bridge: Bicultural stress, perceived bicultural competence, and coping flexibility among Latina/os

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    Latina/os in the U.S. often have an active identity in both their culture and the mainstream culture. Bicultural stress is the strain that generates from navigating two cultures and the differences that may arise between them (Chiang, 2007). It is important to understand the implications bicultural stress on Latinos and the mechanism that may have a role in its relationship with depression. Perceived bicultural competence is the notion of being able to navigate two cultures fluidly without a feeling sacrificing a sense of self (LaFromboise, Coleman, & Gerton, 1993). Coping flexibility is one’s ability to change and modify coping behaviors depending on the nature of the stressful situation (Cheng, Lau, & Chen, 2014). In this study, a moderated mediation model was examined where perceived bicultural competence mediated the relation with bicultural stress and depression. Additionally, to further explore contextual coping, coping flexibility is posed as a moderating variable in the relationship between (a) bicultural stress and depression (b) perceived bicultural competence and depression (c) bicultural stress and perceived bicultural competence. Rationale for hypotheses and plans for this study are discussed. Results supported the hypothesized mediation role of perceived bicultural competence to the relationship of bicultural stress and depression. Coping flexibility moderated the mediated relationship of perceived bicultural competence and bicultural stress to depression. Moderation was not observed between bicultural stress and depression and between bicultural stress and perceived bicultural competences. Results, implications to counseling, research limitations and future research directions were discussed

    Multi-institutional evaluation of a Pareto navigation guided automated radiotherapy planning solution for prostate cancer

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    \ua9 The Author(s) 2024.Background: Current automated planning solutions are calibrated using trial and error or machine learning on historical datasets. Neither method allows for the intuitive exploration of differing trade-off options during calibration, which may aid in ensuring automated solutions align with clinical preference. Pareto navigation provides this functionality and offers a potential calibration alternative. The purpose of this study was to validate an automated radiotherapy planning solution with a novel multi-dimensional Pareto navigation calibration interface across two external institutions for prostate cancer. Methods: The implemented ‘Pareto Guided Automated Planning’ (PGAP) methodology was developed in RayStation using scripting and consisted of a Pareto navigation calibration interface built upon a ‘Protocol Based Automatic Iterative Optimisation’ planning framework. 30 previous patients were randomly selected by each institution (IA and IB), 10 for calibration and 20 for validation. Utilising the Pareto navigation interface automated protocols were calibrated to the institutions’ clinical preferences. A single automated plan (VMATAuto) was generated for each validation patient with plan quality compared against the previously treated clinical plan (VMATClinical) both quantitatively, using a range of DVH metrics, and qualitatively through blind review at the external institution. Results: PGAP led to marked improvements across the majority of rectal dose metrics, with Dmean reduced by 3.7 Gy and 1.8 Gy for IA and IB respectively (p < 0.001). For bladder, results were mixed with low and intermediate dose metrics reduced for IB but increased for IA. Differences, whilst statistically significant (p < 0.05) were small and not considered clinically relevant. The reduction in rectum dose was not at the expense of PTV coverage (D98% was generally improved with VMATAuto), but was somewhat detrimental to PTV conformality. The prioritisation of rectum over conformality was however aligned with preferences expressed during calibration and was a key driver in both institutions demonstrating a clear preference towards VMATAuto, with 31/40 considered superior to VMATClinical upon blind review. Conclusions: PGAP enabled intuitive adaptation of automated protocols to an institution’s planning aims and yielded plans more congruent with the institution’s clinical preference than the locally produced manual clinical plans

    Registration of ultrasound and computed tomography for guidance of laparoscopic liver surgery

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    Laparoscopic Ultrasound (LUS) imaging is a standard tool used for image-guidance during laparoscopic liver resection, as it provides real-time information on the internal structure of the liver. However, LUS probes are di cult to handle and their resulting images hard to interpret. Additionally, some anatomical targets such as tumours are not always visible, making the LUS guidance less e ective. To solve this problem, registration between the LUS images and a pre-operative Computed Tomography (CT) scan using information from blood vessels has been previously proposed. By merging these two modalities, the relative position between the LUS images and the anatomy of CT is obtained and both can be used to guide the surgeon. The problem of LUS to CT registration is specially challenging, as besides being a multi-modal registration, the eld of view of LUS is signi cantly smaller than that of CT. Therefore, this problem becomes poorly constrained and typically an accurate initialisation is needed. Also, the liver is highly deformed during laparoscopy, complicating the problem further. So far, the methods presented in the literature are not clinically feasible as they depend on manually set correspondences between both images. In this thesis, a solution for this registration problem that may be more transferable to the clinic is proposed. Firstly, traditional registration approaches comprised of manual initialisation and optimisation of a cost function are studied. Secondly, it is demonstrated that a globally optimal registration without a manual initialisation is possible. Finally, a new globally optimal solution that does not require commonly used tracking technologies is proposed and validated. The resulting approach provides clinical value as it does not require manual interaction in the operating room or tracking devices. Furthermore, the proposed method could potentially be applied to other image-guidance problems that require registration between ultrasound and a pre-operative scan

    Augmented Reality Ultrasound Guidance in Anesthesiology

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    Real-time ultrasound has become a mainstay in many image-guided interventions and increasingly popular in several percutaneous procedures in anesthesiology. One of the main constraints of ultrasound-guided needle interventions is identifying and distinguishing the needle tip from needle shaft in the image. Augmented reality (AR) environments have been employed to address challenges surrounding surgical tool visualization, navigation, and positioning in many image-guided interventions. The motivation behind this work was to explore the feasibility and utility of such visualization techniques in anesthesiology to address some of the specific limitations of ultrasound-guided needle interventions. This thesis brings together the goals, guidelines, and best development practices of functional AR ultrasound image guidance (AR-UIG) systems, examines the general structure of such systems suitable for applications in anesthesiology, and provides a series of recommendations for their development. The main components of such systems, including ultrasound calibration and system interface design, as well as applications of AR-UIG systems for quantitative skill assessment, were also examined in this thesis. The effects of ultrasound image reconstruction techniques, as well as phantom material and geometry on ultrasound calibration, were investigated. Ultrasound calibration error was reduced by 10% with synthetic transmit aperture imaging compared with B-mode ultrasound. Phantom properties were shown to have a significant effect on calibration error, which is a variable based on ultrasound beamforming techniques. This finding has the potential to alter how calibration phantoms are designed cognizant of the ultrasound imaging technique. Performance of an AR-UIG guidance system tailored to central line insertions was evaluated in novice and expert user studies. While the system outperformed ultrasound-only guidance with novice users, it did not significantly affect the performance of experienced operators. Although the extensive experience of the users with ultrasound may have affected the results, certain aspects of the AR-UIG system contributed to the lackluster outcomes, which were analyzed via a thorough critique of the design decisions. The application of an AR-UIG system in quantitative skill assessment was investigated, and the first quantitative analysis of needle tip localization error in ultrasound in a simulated central line procedure, performed by experienced operators, is presented. Most participants did not closely follow the needle tip in ultrasound, resulting in 42% unsuccessful needle placements and a 33% complication rate. Compared to successful trials, unsuccessful procedures featured a significantly greater (p=0.04) needle-tip to image-plane distance. Professional experience with ultrasound does not necessarily lead to expert level performance. Along with deliberate practice, quantitative skill assessment may reinforce clinical best practices in ultrasound-guided needle insertions. Based on the development guidelines, an AR-UIG system was developed to address the challenges in ultrasound-guided epidural injections. For improved needle positioning, this system integrated A-mode ultrasound signal obtained from a transducer housed at the tip of the needle. Improved needle navigation was achieved via enhanced visualization of the needle in an AR environment, in which B-mode and A-mode ultrasound data were incorporated. The technical feasibility of the AR-UIG system was evaluated in a preliminary user study. The results suggested that the AR-UIG system has the potential to outperform ultrasound-only guidance

    Automatic registration of 3D models to laparoscopic video images for guidance during liver surgery

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    Laparoscopic liver interventions offer significant advantages over open surgery, such as less pain and trauma, and shorter recovery time for the patient. However, they also bring challenges for the surgeons such as the lack of tactile feedback, limited field of view and occluded anatomy. Augmented reality (AR) can potentially help during laparoscopic liver interventions by displaying sub-surface structures (such as tumours or vasculature). The initial registration between the 3D model extracted from the CT scan and the laparoscopic video feed is essential for an AR system which should be efficient, robust, intuitive to use and with minimal disruption to the surgical procedure. Several challenges of registration methods in laparoscopic interventions include the deformation of the liver due to gas insufflation in the abdomen, partial visibility of the organ and lack of prominent geometrical or texture-wise landmarks. These challenges are discussed in detail and an overview of the state of the art is provided. This research project aims to provide the tools to move towards a completely automatic registration. Firstly, the importance of pre-operative planning is discussed along with the characteristics of the liver that can be used in order to constrain a registration method. Secondly, maximising the amount of information obtained before the surgery, a semi-automatic surface based method is proposed to recover the initial rigid registration irrespective of the position of the shapes. Finally, a fully automatic 3D-2D rigid global registration is proposed which estimates a global alignment of the pre-operative 3D model using a single intra-operative image. Moving towards incorporating the different liver contours can help constrain the registration, especially for partial surfaces. Having a robust, efficient AR system which requires no manual interaction from the surgeon will aid in the translation of such approaches to the clinics

    Use of deep multi-target prediction to identify learning styles

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    It is possible to classify students according to the manner they recognize, process, and store information. This classification should be considered when developing adaptive e-learning systems. It also creates a comprehension of the different styles students demonstrate while in the process of learning, which can help adaptive e-learning systems offer advice and instructions to students, teachers, administrators, and parents in order to optimize students’ learning processes. Moreover, e-learning systems using computational and statistical algorithms to analyze students’ learning may offer the opportunity to complement traditional learning evaluation methods with new ones based on analytical intelligence. In this work, we propose a method based on deep multi-target prediction algorithm using Felder–Silverman learning styles model to improve students’ learning evaluation using feature selection, learning styles models, and multiple target classification. As a result, we present a set of features and a model based on an artificial neural network to investigate the possibility of improving the accuracy of automatic learning styles identification. The obtained results show that learning styles allow adaptive e-learning systems to improve the learning processes of students105Applied machine learnin

    VR systems for memory assessment and depth perception

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    La evolución de la tecnología de Realidad Virtual (RV) ha contribuido en todos los campos, incluyendo la psicología. Esta evolución implica mejoras tanto en hardware como en software, que permiten experiencias más inmersivas. En un entorno de RV los usuarios pueden percibir la sensación de "presencia" y sentirse "inmersos". Estas sensaciones son posibles utilizando HMDs. Hoy en día, el desarrollo de los HMDs se ha centrado en mejorar sus características técnicas para ofrecer inmersión total. En psicología, los entornos de RV son una herramienta de investigación. Hay algunas aplicaciones para evaluar la memoria espacial que utilizan métodos básicos de interacción. Sin embargo, sistemas de RV que incorporen estereoscopía y movimiento físico todavía no se han explotado en psicología. En esta tesis, se ha desarrollado un nuevo sistema de RV que combina características inmersivas, interactivas y de movimiento. El sistema de RV (tarea en un laberinto virtual) se ha utilizado para evaluar la memoria espacial y la percepción de profundidad. Se han integrado dos tipos diferentes de interacción: una basada en locomoción que consistió en pedalear en una bicicleta fija (condición1) y otra estacionaria usando un gamepad (condición2). El sistema integró dos tipos de visualización: 1) Oculus Rift (OR); 2) Una gran pantalla estéreo. Se diseñaron dos estudios. El primer estudio (N=89) evaluó la memoria espacial a corto plazo usando el OR y los dos tipos de interacción. Los resultados indican que existían diferencias significativas entre ambas condiciones. Los participantes que utilizaron la condición2 obtuvieron mejor rendimiento que los que utilizaron la tarea en la condición1. Sin embargo, no se encontraron diferencias significativas en las puntuaciones de satisfacción e interacción entre ambas condiciones. El desempeño en la tarea correlacionó con el desempeño en las pruebas neuropsicológicas clásicas, revelando la verosimilitud entre ellas. El segundo estudio (N=59) incluyó participantes con y sin estereopsis. Este estudio evaluó la percepción de profundidad comparando los dos sistemas de visualización. Los participantes realizaron la tarea usando la condición2. Los resultados mostraron que las diferentes características del sistema de visualización no influyeron en el rendimiento en la tarea entre los participantes con y sin estereopsis. Se encontraron diferencias significativas a favor del HMD entre las dos condiciones y entre los dos grupos de participantes respecto a la percepción de profundidad. Los participantes que no tenían estereopsis y no podían percibir la profundidad cuando utilizaban otros sistemas de visualización, tuvieron la ilusión de percepción de profundidad cuando utilizaron el OR. El estudio sugiere que para las personas que no tienen estereopsis, el seguimiento de la cabeza influye en gran medida en la experiencia 3D. Los resultados estadísticos de ambos estudios han demostrado que el sistema de RV desarrollado es una herramienta apropiada para evaluar la memoria espacial a corto plazo y la percepción de profundidad. Por lo tanto, los sistemas de RV que combinan inmersión total, interacción y movimiento pueden ser una herramienta útil para la evaluación de procesos cognitivos humanos como la memoria. De estos estudios se han extraído las siguientes conclusiones generales: 1) La tecnología de RV y la inmersión proporcionada por los actuales HMDs son herramientas adecuadas para aplicaciones psicológicas, en particular, la evaluación de la memoria espacial a corto plazo; 2) Un sistema de RV como el presentado podría ser utilizado como herramienta para evaluar o entrenar adultos en habilidades relacionadas con la memoria espacial a corto plazo; 3) Los dos tipos de interacción utilizados para la navegación en el laberinto virtual podrían ser útiles para su uso con diferentes colectivos; 4) El OR permite que los usuarios sin estereopsis puedan percibir lThe evolution of Virtual Reality (VR) technology has contributed in all fields, including psychology. This evolution involves improvements in hardware and software allowing more immersive experiences. In a VR environment users can perceive the sensation of "presence" and feel "immersed". These sensations are possible using VR devices as HMDs. Nowadays, the development of the HMDs has focused on improving their technical features to offer full immersion. In psychology, VR environments are research tools because they allow the use of new paradigms that are not possible to employ in a real environment. There are some applications for assessing spatial memory that use basic methods of HCI. However, VR systems that incorporate stereoscopy and physical movement have not yet been exploited in psychology. In this thesis, a novel VR system combining immersive, interactive and motion features was developed. This system was used for the assessment of the spatial memory and the evaluation of depth perception. For this system, a virtual maze task was designed and implemented. In this system, two different types of interaction were integrated: a locomotion-based interaction pedaling a fixed bicycle (condition1), and a stationary interaction using a gamepad (condition2). This system integrated two types of display systems: 1) The Oculus Rift; 2) A large stereo screen. Two studies were designed to determine the efficacy of the VR system using physical movement and immersion. The first study (N=89) assessed the spatial short term memory using the Oculus Rift and the two types of interaction The results showed that there were statistically significant differences between both conditions. The participants who performed the condition2 got better performance than participants who performed the condition1. However, there were no statistically significant differences in satisfaction and interaction scores between both conditions. The performance on the task correlated with the performance on other classical neuropsychological tests, revealing a verisimilitude between them. The second study (N=59) involved participants who had and who had not stereopsis. This study assessed the depth perception by comparing the two display systems. The participants performed the task using the condition2. The results showed that the different features of the display system did not influence the performance on the task between the participants with and without stereopsis. Statistically significant differences were found in favor of the HMD between the two conditions and between the two groups of participants regard to depth perception. The participants who did not have stereopsis and could not perceive the depth when they used other display systems (e.g. CAVE); however, they had the illusion of depth perception when they used the Oculus Rift. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience. The statistical results of both studies have proven that the VR system developed for this research is an appropriate tool to assess the spatial short-term memory and the depth perception. Therefore, the VR systems that combine full immersion, interaction and movement can be a helpful tool for the assessment of human cognitive processes as the memory. General conclusions from these studies are: 1) The VR technology and immersion provided by current HMDs are appropriate tools for psychological applications, in particular, the assessment of spatial short-term memory; 2) A VR system like the one presented in this thesis could be used as a tool to assess or train adults in skills related to spatial short-term memory; 3) The two types of interaction (condition1 and condition2) used for navigation within the virtual maze could be helpful to use with different collectives; 4) The Oculus Rift allows that the users without stereopsis can perceive the depth perception of 3D objects and have rich 3D experiences.L'evolució de la tecnologia de Realitat Virtual (RV) ha contribuït en tots els camps, incloent la psicologia. Aquesta evolució implica millores en el maquinari i el programari que permeten experiències més immersives. En un entorn de RV, els usuaris poden percebre la sensació de "presència" i sentir-se "immersos". Aquestes sensacions són possibles utilitzant HMDs. Avui dia, el desenvolupament dels HMDs s'ha centrat a millorar les seves característiques tècniques per oferir immersió plena. En la psicologia, els entorns de RV són eines de recerca. Hi ha algunes aplicacions per avaluar la memòria espacial que utilitzen mètodes bàsics d'interacció. Tanmateix, sistemes de RV que incorporen estereoscòpia i moviment físic no s'han explotat en psicologia. En aquesta tesi, s'ha desenvolupat un sistema de RV novell que combina immersió, interacció i moviment. El sistema (tasca en un laberint virtual) s'ha utilitzat per a l'avaluació de la memòria espacial i la percepció de profunditat. S'han integrat dos tipus d'interacció: una interacció basada en locomoció pedalejant una bicicleta fixa (condició1), i l'altra una interacció estacionària usant un gamepad (condició2). S'han integrat dos tipus de sistemes de pantalla: 1) L'Oculus Rift; 2) Una gran pantalla estereoscòpica. Dos estudis van ser dissenyats. El primer estudi (N=89) va avaluar la memòria a curt termini i espacial utilitzant l'Oculus Rift i els dos tipus d'interacció. Els resultats indiquen que hi havia diferències significatives entre les dues condicions. Els participants que van utilitzar la condició2 van obtenir millor rendiment que els participants que van utilitzar la condició1. Tanmateix, no hi havia diferències significatives dins satisfacció i puntuacions d'interacció entre les dues condicions. El rendiment de la tasca va correlacionar amb el rendiment en les proves neuropsicològiques clàssiques, revelant versemblança entre elles. El segon estudi (N=59) va implicar participants que van tenir i que van haver-hi no estereopsis. Aquest estudi va avaluar la percepció de profunditat comparant els dos sistemes de pantalla. Els participants realitzen la tasca utilitzant la condició2. Els resultats van mostrar que les diferents característiques del sistema de pantalla no va influir en el rendiment en la tasca entre els participants qui tenien i els qui no tenien estereopsis. Diferències significatives van ser trobades a favor del HMD entre les dues condicions i entre els dos grups de participants. Els participants que no van tenir estereopsis i no podien percebre la profunditat quan van utilitzar altres sistemes de pantalla (per exemple, CAVE), van tenir la il.lusió de percepció de profunditat quan van utilitzar l'Oculus Rift. L'estudi suggereix que per les persones que no van tenir estereopsis, el seguiment del cap influeix en gran mesura en l'experiència 3D. Els resultats estadístics dels dos estudis han provat que el sistema de RV desenvolupat per aquesta recerca és una eina apropiada per avaluar la memòria espacial a curt termini i la percepció de profunditat. Per això, els sistemes de RV que combinen immersió plena, interacció i moviment poden ser una eina útil per la avaluació de processos cognitius humans com la memòria Les conclusions generals que s'han extret d'aquests estudis, són les següents: 1) La tecnologia de RV i la immersió proporcionada pels HMDs són eines apropiades per aplicacions psicològiques, en particular, la avaluació de memòria espacial a curt termini; 2) Un sistema de RV com el presentat podria ser utilitzat com a eina per avaluar o entrenar adults en habilitats relacionades amb la memòria espacial a curt termini; 3) Els dos tipus d'interacció utilitzats per navegació dins del laberint virtual podrien ser útils per al seu ús amb diferent col.lectius; 3) L'Oculus Rift permet que els usuaris que no tenen estereopsis puguen percebre la percepció de profunditat dels objectes 3D i tenirCárdenas Delgado, SE. (2017). VR systems for memory assessment and depth perception [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/94629TESI

    No wisdom in the crowd: genome annotation at the time of big data - current status and future prospects

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    Science and engineering rely on the accumulation and dissemination of knowledge to make discoveries and create new designs. Discovery-driven genome research rests on knowledge passed on via gene annotations. In response to the deluge of sequencing big data, standard annotation practice employs automated procedures that rely on majority rules. We argue this hinders progress through the generation and propagation of errors, leading investigators into blind alleys. More subtly, this inductive process discourages the discovery of novelty, which remains essential in biological research and reflects the nature of biology itself. Annotation systems, rather than being repositories of facts, should be tools that support multiple modes of inference. By combining deduction, induction and abduction, investigators can generate hypotheses when accurate knowledge is extracted from model databases. A key stance is to depart from ‘the sequence tells the structure tells the function’ fallacy, placing function first. We illustrate our approach with examples of critical or unexpected pathways, using MicroScope to demonstrate how tools can be implemented following the principles we advocate. We end with a challenge to the reader

    Human experience in the natural and built environment : implications for research policy and practice

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    22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3
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