3,640 research outputs found

    Exploring glass as a novel method for hands-free data entry in flexible cystoscopy

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    We present a way to annotate cystoscopy finding on Google Glass in a reproducible and hands free manner for use by surgeons during operations in the sterile environment inspired by the current practice of hand-drawn sketches. We developed three data entry variants based on speech and head movements. We assessed the feasibility, benefits and drawbacks of the system with 8 surgeons and Foundation Doctors having up to 30 years' cystoscopy experience at a UK hospital in laboratory trials. We report data entry speed and error rate of input modalities and contrast it with the participants' feedback on their perception of usability, acceptance, and suitability for deployment. The results are supportive of new data entry technologies and point out directions for future improvement of eyewear computers. The findings can be generalised to other endoscopic procedures (e.g. OGD/laryngoscopy) and could be included within hospital IT in the future

    INTERFACE DESIGN FOR A VIRTUAL REALITY-ENHANCED IMAGE-GUIDED SURGERY PLATFORM USING SURGEON-CONTROLLED VIEWING TECHNIQUES

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    Initiative has been taken to develop a VR-guided cardiac interface that will display and deliver information without affecting the surgeons’ natural workflow while yielding better accuracy and task completion time than the existing setup. This paper discusses the design process, the development of comparable user interface prototypes as well as an evaluation methodology that can measure user performance and workload for each of the suggested display concepts. User-based studies and expert recommendations are used in conjunction to es­ tablish design guidelines for our VR-guided surgical platform. As a result, a better understanding of autonomous view control, depth display, and use of virtual context, is attained. In addition, three proposed interfaces have been developed to allow a surgeon to control the view of the virtual environment intra-operatively. Comparative evaluation of the three implemented interface prototypes in a simulated surgical task scenario, revealed performance advantages for stereoscopic and monoscopic biplanar display conditions, as well as the differences between three types of control modalities. One particular interface prototype demonstrated significant improvement in task performance. Design recommendations are made for this interface as well as the others as we prepare for prospective development iterations

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

    Get PDF
    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Smart Environments for Collaborative Design, Implementation, and Interpretation of Scientific Experiments

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    Ambient intelligence promises to enable humans to smoothly interact with their environment, mediated by computer technology. In the literature on ambient intelligence, empirical scientists are not often mentioned. Yet they form an interesting target group for this technology. In this position paper, we describe a project aimed at realising an ambient intelligence environment for face-to-face meetings of researchers with different academic backgrounds involved in molecular biology “omics” experiments. In particular, microarray experiments are a focus of attention because these experiments require multidisciplinary collaboration for their design, analysis, and interpretation. Such an environment is characterised by a high degree of complexity that has to be mitigated by ambient intelligence technology. By experimenting in a real-life setting, we will learn more about life scientists as a user group

    Exploring the Use of Google Glass in Wet Laboratories

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    The selection and evaluation of a sensory technology for interaction in a warehouse environment

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    In recent years, Human-Computer Interaction (HCI) has become a significant part of modern life as it has improved human performance in the completion of daily tasks in using computerised systems. The increase in the variety of bio-sensing and wearable technologies on the market has propelled designers towards designing more efficient, effective and fully natural User-Interfaces (UI), such as the Brain-Computer Interface (BCI) and the Muscle-Computer Interface (MCI). BCI and MCI have been used for various purposes, such as controlling wheelchairs, piloting drones, providing alphanumeric inputs into a system and improving sports performance. Various challenges are experienced by workers in a warehouse environment. Because they often have to carry objects (referred to as hands-full) it is difficult to interact with traditional devices. Noise undeniably exists in some industrial environments and it is known as a major factor that causes communication problems. This has reduced the popularity of using verbal interfaces with computer applications, such as Warehouse Management Systems. Another factor that effects the performance of workers are action slips caused by a lack of concentration during, for example, routine picking activities. This can have a negative impact on job performance and allow a worker to incorrectly execute a task in a warehouse environment. This research project investigated the current challenges workers experience in a warehouse environment and the technologies utilised in this environment. The latest automation and identification systems and technologies are identified and discussed, specifically the technologies which have addressed known problems. Sensory technologies were identified that enable interaction between a human and a computerised warehouse environment. Biological and natural behaviours of humans which are applicable in the interaction with a computerised environment were described and discussed. The interactive behaviours included the visionary, auditory, speech production and physiological movement where other natural human behaviours such paying attention, action slips and the action of counting items were investigated. A number of modern sensory technologies, devices and techniques for HCI were identified with the aim of selecting and evaluating an appropriate sensory technology for MCI. iii MCI technologies enable a computer system to recognise hand and other gestures of a user, creating means of direct interaction between a user and a computer as they are able to detect specific features extracted from a specific biological or physiological activity. Thereafter, Machine Learning (ML) is applied in order to train a computer system to detect these features and convert them to a computer interface. An application of biomedical signals (bio-signals) in HCI using a MYO Armband for MCI is presented. An MCI prototype (MCIp) was developed and implemented to allow a user to provide input to an HCI, in a hands-free and hands-full situation. The MCIp was designed and developed to recognise the hand-finger gestures of a person when both hands are free or when holding an object, such a cardboard box. The MCIp applies an Artificial Neural Network (ANN) to classify features extracted from the surface Electromyography signals acquired by the MYO Armband around the forearm muscle. The MCIp provided the results of data classification for gesture recognition to an accuracy level of 34.87% with a hands-free situation. This was done by employing the ANN. The MCIp, furthermore, enabled users to provide numeric inputs to the MCIp system hands-full with an accuracy of 59.7% after a training session for each gesture of only 10 seconds. The results were obtained using eight participants. Similar experimentation with the MYO Armband has not been found to be reported in any literature at submission of this document. Based on this novel experimentation, the main contribution of this research study is a suggestion that the application of a MYO Armband, as a commercially available muscle-sensing device on the market, has the potential as an MCI to recognise the finger gestures hands-free and hands-full. An accurate MCI can increase the efficiency and effectiveness of an HCI tool when it is applied to different applications in a warehouse where noise and hands-full activities pose a challenge. Future work to improve its accuracy is proposed
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