5,565 research outputs found

    Student proposals for design projects to aid children with severe disabilities

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    Citation: Warren, S. (2016). Student proposals for design projects to aid children with severe disabilities.Children with severe disabilities have unique individual needs. Technology-based designs intended to quantify the well-being of these children or assist them with learning or activities of daily living are often by nature "one of" designs tightly matched to these needs. For children with severe autism, such designs must be incorporated into their environments in unobtrusive ways to avoid upsetting or distracting these children. This design space and its affiliated challenges offer a rich environment for engineering students to exercise their design creativity. This paper presents an end-of-semester exercise for a Kansas State University Introduction to Biomedical Engineering class, where students propose senior-design projects geared toward children with severe disabilities. The goal of the exercise is to integrate concepts related to biomedical devices, design factors, care delivery environments, and assistive technology into a proposed design with clear practical benefit that can be implemented in prototype form by a senior design team over the span of about two semesters. The deliverable for the design exercise is a four-page paper in two-column IEEE format that adheres to a pre-specified structure. To focus these design-project ideas, students are asked to offer their thoughts within the framework of needs specified by clinical staff at Heartspring in Wichita, KS, a facility that serves severely disabled children, where nearly all of the full-time residents are autistic, and most are nonverbal. In addition to the educational benefits offered by this experience, the author's intent is to help spur ideas for new senior design projects that can be supported with resources from existing NSF-funded grants which provide equipment and materials for such endeavors. Six semesters worth of design ideas are presented here, along with the results of assessment rubrics applied to the final papers. The class is populated by students from various departments within the Kansas State University College of Engineering, so design proposals are varied and incorporate low-level to system-level solutions. Some of these design ideas have been adopted by design teams, whereas others await attention. Š American Society for Engineering Education, 2016

    Effectiveness analysis of traditional and mixed reality simulations in medical training: a methodological approach for the assessment of stress, cognitive load and performance

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    La simulazione nell'educazione in medicina è considerata un metodo di formazione in grado di migliorare le competenze cliniche e il comportamento degli operatori sanitari e, di conseguenza, la qualità dell'assistenza per il paziente. Inoltre, l'utilizzo di nuove tecnologie come la Realtà Aumentata, offre ai discenti l'opportunità di esercitarsi in un ambiente immersivo. L'opportunità di sperimentare questo innovativo metodo didattico è efficace non solo nel ridurre il rischio di errori e approcci sbagliati ma anche nel provare ansia e stress simili a quelli avvertiti nella pratica reale. La sfida sta nel trovare il giusto equilibrio. I discenti devono infatti provare lo stesso stress che avvertirebbero lavorando ad un vero caso clinico ma, allo stesso tempo, devono essere controllati ed evitati possibili disturbi da stress post-traumatico, verificabili soprattutto nel campo della gestione delle emergenze (pronto soccorso). Inoltre, è fondamentale anche ottenere alte prestazioni e un apprendimento adeguato, evitando sovraccarichi cognitivi che influenzerebbero negativamente l’apprendimento. Tuttavia, ad oggi mancano ancora studi approfonditi sull'impatto che le simulazioni mediche hanno su stress, frustrazione, carico cognitivo e apprendimento dei discenti. Per questo motivo, l'obiettivo principale di questo studio è valutare l'efficacia del training tramite simulazione, analizzando prestazioni, ansia, stress e carico cognitivo durante simulazioni cliniche tradizionali (con manichino) ed avanzate (in realtà mista). A questo scopo, è stato sviluppato un approccio metodologico strutturato e completo per valutare le prestazioni, le condizioni emotive e cognitive degli studenti. Questo comprende l'acquisizione e l'analisi di parametri psicologici (valutazione soggettiva), segnali biometrici (valutazione oggettiva) e prestazioni. Questa indagine consente di evidenziare i punti deboli delle simulazioni e offre l'opportunità di definire utili linee guida per la riprogettazione e l'ottimizzazione delle stesse. La metodologia è stata applicata su tre casi studio: il primo si riferisce a simulazioni ad alta fedeltà per la gestione del paziente in pronto soccorso, il secondo si riferisce a simulazioni a bassa fedeltà per la pratica della rachicentesi. Per il terzo caso studio, è stato progettato e sviluppato un prototipo di simulatore in realtà mista per la rachicentesi, con l'obiettivo di migliorare il senso di realismo e immersione della simulazione a bassa fedeltà. 148 studenti sono stati coinvolti nei primi due casi studio osservazionali, mentre soltanto 36 studenti hanno preso parte allo studio pilota sulla simulazione in realtà mista. In tutti i casi di studio sono state effettuate analisi descrittive delle prestazioni, degli stati cognitivi ed emotivi. Per le simulazioni ad alta e bassa fedeltà, le analisi di regressione statistica hanno evidenziato quali variabili influenzano le prestazioni, lo stress e il carico cognitivo degli studenti. Per lo studio pilota sulla realtà mista, l'analisi della user experience ha sottolineato i limiti tecnici della nuova tecnologia.Simulation in medical education is considered a training method capable of improving clinical competence and practitioners’ behaviour, and, consequently quality of care and patient’s outcome. Moreover, the use of new technologies, such as augmented reality, offers to the learners the opportunity to engage themselves in an immersive environment. The opportunity to experiment with this innovative instructional method is effective not only in reducing the risk of errors and wrong approaches but also in experiencing anxiety and stress as in real practice. The challenge is to find the right stress balance: learners have to feel as if they were practicing in the real stressful clinical case, and, at the same time, post-traumatic stress disorders, verifiable especially in the emergency field, must be controlled and avoided. Moreover, it is fundamental also to obtain high performance and learning, thus avoiding cognitive overloads. However, extensive researches about the impact of medical simulations on students’ stress, frustration, cognitive load, and learning are still lacking. For this reason, the main objective of this study is to assess simulation training effectiveness by analysing performance, anxiety, stress, and cognitive load during traditional (with manikin) and advanced (with augmented reality) clinical simulations. A structured and comprehensive methodological approach to assess performance, emotional and cognitive conditions of students has been developed. It includes the acquisition and analysis of psychological parameters (subjective assessment), biometric signals (objective assessment), and task performance. This investigation allows to point out simulations’ weaknesses and offers the opportunity to define useful optimisation guidelines. The methodology has been applied to three case studies: the first one refers to high-fidelity simulations, for the patient management in the emergency room, the second one refers to low-fidelity simulation for rachicentesis. For the third case study, a prototype of a mixed reality simulator for the rachicentesis practice has been designed and developed aiming at improving the sense of realism and immersion of the low-fidelity simulation. While 148 students have been enrolled in the first two case studies, only 36 students have taken part in the pilot study about mixed reality simulation. Descriptive analysis about performance, cognitive and emotional states have been done in all the case studies. For the high-fidelity and low-fidelity simulations, the statistical regression analysis has pointed out which variables affect students’ performance, stress, and cognitive load. For the pilot study about mixed reality, the user experience analysis highlighted the technical limitations of the new technology

    Placebo effects on cycling performance in virtual-reality and laboratory environments

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    Placebo effects are a desirable outcome resulting from a person’s expected and/or learned response to a treatment or situation In sport, most research has examined placebo effects by administering a placebo and informing athletes that they received an ergogenic aid, or via manipulating their expectations about an opponent. While previous research has revealed the magnitude of placebo effects during sport performance, it is limited in that they are often conducted in highly controlled environments, and opponents are often a replication of participants’ own performance. Thus, it is unknown if placebo effects are induced outside of the laboratory and whether they can be induced when competing against real opponents. In this research programme, placebo effects induced via both ergogenic aids and opponents were examined when participants completed cycling time trials remotely on a virtual-reality software (i.e., Zwift) or in the laboratory. In Study 1 (N = 44), the reproducibility of 20-min cycling performance on Zwift was confirmed (CV = 3.7%). In Study 2 (N = 67), athletes completed two 20-min cycling time trials on Zwift, before completing a final time trial with the administration of one of four conditions as part of the balanced placebo design [1) told beetroot/given beetroot, 2) told beetroot/given placebo, 3) told placebo/given beetroot, and 4) told placebo/given placebo]). Findings showed no differences in power output (ηp2 = .03) during any condition in comparison to baseline. In Studies 3 and 4, a deceptive intervention was adopted to investigate the effects of different competitive environments on cycling performance, whereby participants were either correctly informed about the nature of the opponent (accurate condition) or informed they received a performance-enhancing substance (deception). In Study 3, after a 20-min baseline time trial, participants (N = 12) competed twice against a virtual avatar replicating their previous baseline performance (competitionBSL) or against a virtual avatar riding at 2% higher power outputs than their best competitive performance (augmented feedback conditions; accurate and deception). Results showed that participants improved performance during competitionBSL (P < .001) and accurate (P = .036) in comparison to baseline but not during deception (P = .152). In Study 4 (n = 14), participants competed against a real opponent of similar ability (± 2% difference achieved during baseline). Contrary to Study 3, performance during both accurate and deception conditions was similar to baseline (all P ≥ 0.134). Collectively, this research has shown that placebo effects might not be as evident in remote-research designs than when conducted in the laboratory, which could be explained by the limited social contact between researchers and participants. These results have important implications for researchers and practitioners interested in placebo effects outside of the controlled environments, highlighting the importance of considering the exercise context. Virtual-reality software an innovative tool in which to conduct experimental designs in applied settings, including a geographically diverse sample, perhaps increasing the generalisability of findings

    PhysioAR: smart sensing and augmented reality for physical rehabilitation

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    The continuous evolution of technology allows for a better analysis of the human being. In certain medical areas such as physiotherapy is required a correct analysis of the patient's evolution. The development of Information and Communication Technologies and recent innovations in the Internet of Things opens new possibilities in the medical field as systems of remote monitoring of patients with new sensors that allow the correct analysis of the health data of patients. In physiotherapy one of the most common problems in the application of treatments is the patient demotivation, something that today can be reduced with the introduction of Augmented Reality that provides a new experience to the patient. For this purpose, a system was developed that combines intelligent sensors with Augmented Reality application that will help monitor patient performance. This system is capable of monitoring lower limb movements acceleration, knee joint angle, patient equilibrium, muscular activity and cardiac activity using electromyography and electrocardiography with a wearable set of tools for easy utilization.A evolução continua da tecnologia permite cada vez mais uma melhor anålise do ser humano. Em certas åreas mÊdicas, como a fisioterapia, Ê necessåria uma correta anålise da evolução do paciente. O desenvolvimento das Tecnologias de Informação e Comunicação, e as inovaçþes no domínio de Internet das Coisas novas possibilidades no ramo da medicina, como sistemas de monitorização remota de pacientes com novos sensores que permitem a correta anålise dos dados de saúde dos pacientes. Na fisioterapia um dos problemas mais comuns na aplicação dos tratamentos Ê a desmotivação do paciente, algo que hoje pode ser reduzido com introdução da aplicação da Realidade Aumentada que proporciona uma nova experiência ao paciente. Para isso nesta dissertação foi desenvolvido um sistema que combina sensores inteligentes com Realidade Aumentada que vai ajudar o paciente monitorizando o seu desempenho. Este sistema Ê capaz de monitorizar o ângulo do joelho, captar acelaração de movimentos dos membros inferiores, equilíbrio do paciente, atividade muscular e atividade cårdica usando electromiografia e electrocardiografia num conjunto wearable de fåcil utilização

    The Existing Of Supportive Technology Tools For Hand Motor-Impaired User: A Systematic Literature Review

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    Diabetes Users who encounter physical and motor impairment persist in struggle to archive the target of performance in the form of hand gesture improvement. Hand gestures are allowed people to give a sign as a communicate medium and to hold, grip and pinch the object. The low ability of hands makes the movement or gesture limited and difficult for them to do the routine activity. This review aim to evaluate the effect of whether the existing supportive technology can assist the hand motor-impairment user. A total of 31 papers were identified and only 10 papers were selected in this review. In this paper, the existing supportive technology tools in the field of motor rehabilitation which is focused on hand motor-impaired users are reviewed. The existing of supportive technology for hand motor-impaired user is not a new field as the paper reviewed from 2014 until 2019. There are few innovations or initiatives from the previous research and study that give a positive effect on the users were identified. Future research is needed to further appreciate and improved the desired role of people with hands motor-impaired in meaningful technology development

    2023 JSU Student Symposium Proceedings

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    https://digitalcommons.jsu.edu/ce_jsustudentsymp_2023/1062/thumbnail.jp

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    Distant Operational Care Centre: Design Project Report

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    The goal of this project is to outline the design of the Distant Operational Care Centre (DOCC), a modular medical facility to maintain human health and performance in space, that is adaptable to a range of remote human habitats. The purpose of this project is to outline a design, not to go into a complete technical specification of a medical facility for space. This project involves a process to produce a concise set of requirements, addressing the fundamental problems and issues regarding all aspects of a space medical facility for the future. The ideas presented here are at a high level, based on existing, researched, and hypothetical technologies. Given the long development times for space exploration, the outlined concepts from this project embodies a collection of identified problems, and corresponding proposed solutions and ideas, ready to contribute to future space exploration efforts. In order to provide a solid extrapolation and speculation in the context of the future of space medicine, the extent of this project's vision is roughly within the next two decades. The Distant Operational Care Centre (DOCC) is a modular medical facility for space. That is, its function is to maintain human health and performance in space environments, through prevention, diagnosis, and treatment. Furthermore, the DOCC must be adaptable to meet the environmental requirements of different remote human habitats, and support a high quality of human performance. To meet a diverse range of remote human habitats, the DOCC concentrates on a core medical capability that can then be adapted. Adaptation would make use of the DOCC's functional modularity, providing the ability to replace, add, and modify core functions of the DOCC by updating hardware, operations, and procedures. Some of the challenges to be addressed by this project include what constitutes the core medical capability in terms of hardware, operations, and procedures, and how DOCC can be adapted to different remote habitats

    Shear-promoted drug encapsulation into red blood cells: a CFD model and Îź-PIV analysis

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    The present work focuses on the main parameters that influence shear-promoted encapsulation of drugs into erythrocytes. A CFD model was built to investigate the fluid dynamics of a suspension of particles flowing in a commercial micro channel. Micro Particle Image Velocimetry (Îź-PIV) allowed to take into account for the real properties of the red blood cell (RBC), thus having a deeper understanding of the process. Coupling these results with an analytical diffusion model, suitable working conditions were defined for different values of haematocrit
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