4,312 research outputs found
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
Business Case and Technology Analysis for 5G Low Latency Applications
A large number of new consumer and industrial applications are likely to
change the classic operator's business models and provide a wide range of new
markets to enter. This article analyses the most relevant 5G use cases that
require ultra-low latency, from both technical and business perspectives. Low
latency services pose challenging requirements to the network, and to fulfill
them operators need to invest in costly changes in their network. In this
sense, it is not clear whether such investments are going to be amortized with
these new business models. In light of this, specific applications and
requirements are described and the potential market benefits for operators are
analysed. Conclusions show that operators have clear opportunities to add value
and position themselves strongly with the increasing number of services to be
provided by 5G.Comment: 18 pages, 5 figure
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Equivalent Mid-Term Results of Open vs Endoscopic Gluteal Tendon Tear Repair Using Suture Anchors in Forty-Five Patients.
BackgroundLittle is known about the relative efficacy of open (OGR) vs endoscopic (EGR) gluteal tendon repair of gluteal tendon tears in minimizing pain and restoring function. Our aim is to compare these 2 surgical techniques and quantify their impact on clinical outcomes.MethodsAll patients undergoing gluteal tendon tear repair at our institution between 2015 and 2018 were retrospectively reviewed. Pain scores, limp, hip abduction strength, and the use of analgesics were recorded preoperatively and at last follow-up. The Hip disability and Osteoarthritis Outcome Score Junior and Harris Hip Score Section1 were obtained at last follow-up. Fatty degeneration was quantified using the Goutallier-Fuchs Classification (GFC). Statistical analysis was conducted using one-way analysis of variance and t-tests.ResultsForty-five patients (mean age 66, 87% females) met inclusion criteria. Average follow-up was 20.3 months. None of the 10 patients (22%) undergoing EGR had prior surgery. Of 35 patients (78%) undergoing OGR, 12 (27%) had prior hip replacement (75% via lateral approach). The OGRs had more patients with GFC ≥2 (50% vs 11%, P = .02) and used more anchors (P = .03). Both groups showed statistical improvement (P ≤ .01) for all outcomes measured. GFC >2 was independently associated with a worst limp and Harris Hip Score Section 1 score (P = .05). EGR had a statistically higher opioid use reduction (P < .05) than OGR. Other comparisons between EGR and OGR did not reach statistical significance.ConclusionIn this series, open vs endoscopic operative approach did not impact clinical outcomes. More complex tears were treated open and with more anchors. Fatty degeneration adversely impacted outcomes. Although further evaluation of the efficacy of EGR in complex tears is indicated, both approaches can be used successfully
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Digital Orthopaedics: A Glimpse Into the Future in the Midst of a Pandemic.
BackgroundThe response to COVID-19 catalyzed the adoption and integration of digital health tools into the health care delivery model for musculoskeletal patients. The change, suspension, or relaxation of Medicare and federal guidelines enabled the rapid implementation of these technologies. The expansion of payment models for virtual care facilitated its rapid adoption. The authors aim to provide several examples of digital health solutions utilized to manage orthopedic patients during the pandemic and discuss what features of these technologies are likely to continue to provide value to patients and clinicians following its resolution.ConclusionThe widespread adoption of new technologies enabling providers to care for patients remotely has the potential to permanently change the expectations of all stakeholders about the way care is provided in orthopedics. The new era of Digital Orthopaedics will see a gradual and nondisruptive integration of technologies that support the patient's journey through the successful management of their musculoskeletal disease
Extended Reality in the Operating Room: Robot-Assisted Orthopedics Surgery with Live and Interactive Streaming for Medical Students
Cursos e Congresos, C-155[Abstract] Traditionally, medical education comprises both theoretical learning in classrooms
and clinical training in hospitals where students can gain clinical experience. This is mostly
done on face-to-face teaching models, focused on the educational philosophy of “see one, do
one, teach one”, was the standard teaching methodology in medical education. Medical education
is transforming thanks to medical schools adopting innovations to new clinicians, such as
immersive prepare techniques (extended reality): virtual reality, augmented reality and virtual
reality. Immersive learning technologies, such as extended reality, can provide an engaging and
interactive platform to generate a stimulating learning environment and with the recent development
and increased accessibility of immersive technologies, educators have the potential to
make simulation-based training more effective. By using holographic devices, such as Microsoft
HoloLens 2®, and 5G wireless communicationswe intent to explore the innovative experience of
a robot-assisted orthopaedic surgery, where the procedures were transmitted live stream to Pregraduate
Medical Students using the Microsoft Remote Assist®. In addition, students had the
opportunity to interact directly from a classroom to the operating room, asking to the surgeon
about the procedures performed during surgery and get involved in the surgery, even remotely.
At the end, students completed a questionnaire to evaluate the experience and the preliminary
results made possible to assess the effectiveness of this experience and identify areas for improvement
for future surgery transmission, revolutionizing the teaching and practice of surgeryCITIC is funded by the Xunta de Galicia through the collaboration agreement between the Consellería de Cultura, Educación, Formación Profesional e Universidades and the Galician universities for the reinforcement of the research centres of the Galician University System (CIGUS
Computer game technology, collaborative software environments and participatory design
This paper presents a project that explores the possibilities for the use of computer game technologies in the participatory design process. Interactive 3D environments designed with the Virtools development environment were used in a Home Zone consultation process, which allowed participants to navigate, explore and contribute to proposed developments to their residential environment. These technologies were observed to benefit the participatory design process in some areas, namely the visualization and contextualizing of the developments, but also presented traditional technological barriers in others. While these barriers did not completely remove the participants from the process, they reduced the apparent level of engagement of these participants with the process. This paper concludes that the technology overall, is a positive addition to the participatory design process, and while there is still much research to be undertaken, it has many more potential applications in related areas
Surgical Skill and Video Games: A Meta-Analytic Review
As the popularity of video games has grown over the past decade, so has interest in their capacity to serve as tools for education. The technology behind modern laparoscopic surgery draws strong parallels to modern video games, and as such has inspired initial research into the potential relationship between video game play and surgical performance. To date, a number of researchers have conducted studies on this relationship; however, no structured, statistical review of accessible data has taken place. Thus, the goal of this analysis was to examine the available literature and report the significance of the cumulative findings. Through my process, a total of 21 studies involving 1220 participants were gathered through multi-step review, and organized into one of three experimental domains - game training, VR training, and gaming history. Effect size analysis using Hedge’s G and Fisher’s Z yielded statistically significant results in all three domains, thus supporting the consensus belief that video game play has a positive effect on laparoscopic surgical training and performance. Given the particularly strong effect of virtual reality training on surgical performance, it would be valuable to investigate the differential effects of virtual reality, and how these effects might be further developed into more effective educational instruments
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Innovating Pedagogy 2017: Exploring new forms of teaching, learning and assessment, to guide educators and policy makers. Open University Innovation Report 6
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This sixth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Learning In a NetworKed Society (LINKS) Israeli Center of Research Excellence (I-CORE).
Themes:
• Big-data inquiry: thinking with data
• Learners making science
• Navigating post-truth societies
• Immersive learning
• Learning with internal values
• Student-led analytics
• Intergroup empathy
• Humanistic knowledge-building communities
• Open Textbooks
• Spaced Learnin
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