537 research outputs found
Haptic-Enhanced Learning in Preclinical Operative Dentistry
Background: Virtual reality haptic simulators represent a new paradigm in dental education that may potentially impact the rate and efficiency of basic skill acquisition, as well as pedagogically influence the various aspects of students’ preclinical experience. However, the evidence to support their efficiency and inform their implementation is still limited.
Objectives: This thesis set out to empirically examine how haptic VR simulator (Simodont®) can enhance the preclinical dental education experience particularly in the context of operative dentistry. We specify 4 distinct research themes to explore, namely: simulator validity (face, content and predictive), human factors in 3D stereoscopic display, motor skill acquisition, and curriculum integration.
Methods: Chapter 3 explores the face and content validity of Simodont® haptic dental simulator among a group of postgraduate dental students. Chapter 4 examines the predictive utility of Simodont® in predicting subsequent preclinical and clinical performance. The results indicate the potential utility of the simulator in predicting future clinical dental performance among undergraduate students. Chapter 5 investigates the role of stereopsis in dentistry from two different perspectives via two studies. Chapter 6 explores the effect of qualitatively different types of pedagogical feedback on the training, transfer and retention of basic manual dexterity dental skills. The results indicate that the acquisition and retention of basic dental motor skills in novice trainees is best optimised through a combination of instructor and visualdisplay VR-driven feedback. A pedagogical model for integration of haptic dental simulator into the dental curriculum has been proposed in Chapter 7.
Conclusion: The findings from this thesis provide new insights into the utility of the haptic virtual reality simulator in undergraduate preclinical dental education. Haptic simulators have promising potential as a pedagogical tool in undergraduate dentistry that complements the existing simulation methods. Integration of haptic VR simulators into the dental curriculum has to be informed by sound pedagogical principles and mapped into specific learning objectives
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Case Studies in Invertebrate Visual Processing: I. Spectral and Spatial Processing in the Early Visual System of Drosophila melanogaster II. Binocular Stereopsis in Sepia officinalis
This thesis addresses two aspects of visual processing in two different invertebrate organisms.
The fruit fly, Drosophila melanogaster, has emerged as a key model for invertebrate vision research. Despite extensive characterisation of motion vision, very little is known about how flies process colour information, or how the spectral content of light affects other visual modalities. With the aim to accurately dissect the different components of the Drosophila visual system responsible for processing colour, I have developed a versatile visual stimulation setup to probe for the combinations of spatial, temporal and spectral visual response properties. Using flies that express neural activity indicators, I can track visual responses to a colour stimulus (i.e. narrow bands of light across the spectrum) via a two-photon imaging system. The visual stimulus is projected on a specialised screen material that scatters wavelengths of light across the spectrum equally at all locations of the screen, thus enabling presentation of spatially structured stimuli. Using this setup, I have characterised spectral responses, intensity-response relationships, and receptive fields of neurons in the early visual system of a variety of genetically modified strains of Drosophila. Specifically, I compared visual responses in the medulla of flies expressing either a subset or all photoreceptor opsins, with differing levels of screening pigment present in the eye. I found layer-specific shifts of spectral response properties correlating with projection regions of photoreceptor terminals. I also
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found that a reduction in screening pigment shifts the general spectral response in the neuropil towards the longer wavelengths of light. I have also mapped receptive fields across the different layers of the medulla for the peak spectral response wavelength. My results suggest that receptive field dimensions match the expected size predicted by the conservation of a columnar organisation in the medulla, with little variation from layer to layer. In a subset of these cells, we see an elongated receptive field suggestive of static orientation selectivity with an apparent split in the preferred axis of orientation of these receptive fields, with a near-orthogonal angle between the summed vectors of the split populations.
The camera type eyes of vertebrates and cephalopods exhibit remarkable convergence, but it is currently unknown if the mechanisms for visual information processing in these brains, which exhibit wildly disparate architecture, is also shared. I chose to investigate the visual processing mechanism known as stereopsis in the cuttlefish Sepia officinalis. Stereoscopic vision is used to assess depth information by comparing the disparity between left and right visual fields. This strategy is commonplace in vertebrates having evolved multiple times independently but has only been demonstrated in one invertebrate: the praying mantis. Cuttlefish require precise distance estimation during their predatory hunt when they extend two tentacles in a ballistic strike to catch their target. Using a 3D perception paradigm whereby the cuttlefish were fitted with anaglyph glasses, I show that these animals use stereopsis to resolve distance to their prey. Although this is not an exclusive depth perception mechanism for hunting, it does shorten the time and distance covered prior to striking at a target. Furthermore, stereopsis in cuttlefish works differently to vertebrates, as cuttlefish can extract stereopsis cues from anti-correlated stimuli.BBSRC Doctoral Training Partnershi
A study of the relationship between visual depth perception and general tennis ability
Thirty-six women students who were enrolled in intermediate tennis classes or were members of the women's tennis club at the University of North Carolina at Greensboro were used as subjects in this study to determine the degree of relationship between visual depth perception and general tennis ability as measured by the Dyer Wallboard Test. Two tests of visual depth perception were used: one test of real depth perception (rod-type test), the Howard-Dolman Apparatus; one test of apparent depth perception (stereograms), the Keystone Ophthalmic Telebinocular. Pearson-Product Moment correlation coefficients using raw scores were computed for the total group of subjects to determine the relationship between the two measures of visual depth perception. The relationships between visual depth perception scores and scores from the tennis test were also computed
Stereo TV enhancement study Final technical report
Human depth perception of television displays in stereo, and nonstereo presentation
Novel haptic interface For viewing 3D images
In recent years there has been an explosion of devices and systems capable of displaying stereoscopic 3D images. While these systems provide an improved experience over traditional bidimensional displays they often fall short on user immersion. Usually these systems only improve depth perception by relying on the stereopsis phenomenon. We propose a system that improves the user experience and immersion by having a position dependent rendering of the scene and the ability to touch the scene. This system uses depth maps to represent the geometry of the scene. Depth maps can be easily obtained on the rendering process or can be derived from the binocular-stereo images by calculating their horizontal disparity. This geometry is then used as an input to be rendered in a 3D display, do the haptic rendering calculations and have a position depending render of the scene. The author presents two main contributions. First, since the haptic devices have a finite work space and limited resolution, we used what we call detail mapping algorithms. These algorithms compress geometry information contained in a depth map, by reducing the contrast among pixels, in such a way that it can be rendered into a limited resolution display medium without losing any detail. Second, the unique combination of a depth camera as a motion capturing system, a 3D display and haptic device to enhance user experience. While developing this system we put special attention on the cost and availability of the hardware. We decided to use only off-the-shelf, mass consumer oriented hardware so our experiments can be easily implemented and replicated. As an additional benefit the total cost of the hardware did not exceed the one thousand dollars mark making it affordable for many individuals and institutions
Engineering data compendium. Human perception and performance. User's guide
The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use
Ranging of Aircraft Using Wide-baseline Stereopsis
The purpose of this research was to investigate the efficacy of wide-baseline stereopsis as a method of ranging aircraft, specifically as a possible sense-and-avoid solution in Unmanned Aerial Systems. Two studies were performed: the first was an experimental pilot study to examine the ability of humans to range in-flight aircraft and the second a wide-baseline study of stereopsis to range in-flight aircraft using a baseline 14.32 meters and two 640 x 480 pixel charge coupled device camera. An experimental research design was used in both studies. Humans in the pilot study ranged aircraft with a mean absolute error of 50.34%. The wide-baseline stereo system ranged aircraft within 2 kilometers with a mean absolute error of 17.62%. A t-test was performed and there was a significant difference between the mean absolute error of the humans in the pilot study and the wide-baseline stereo system. The results suggest that the wide-baseline system is more consistent as well as more accurate than humans
The assessment of visual behaviour and depth perception in surgery
Imperial Users onl
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
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