1,864 research outputs found
Exploring multimedia and interactive technologies
The goal of multimedia design strategies and innovation is to produce meaningful learning environments that relate to and build upon what the learner already knows and what the learner seeks. The multimedia tools used to achieve knowledge transfer should activate recall or prior knowledge and help the learner alter and encode new structures. Traditionally, multimedia has been localized to specific delivery systems and demographics based on the government, industry, or academic concentration. The presenter will explore the introduction of immersive telecommunications technologies, constructivist learning methodologies, and adult learning models to standardize networking and multimedia-based services and products capable of adapting to wired and wireless environments, different devices and conditions on a global scale
Haptic Hybrid Prototyping (HHP): An AR Application for Texture Evaluation with Semantic Content in Product Design
The manufacture of prototypes is costly in economic and temporal terms and in order to carry this out it is necessary to accept certain deviations with respect to the final finishes. This article proposes haptic hybrid prototyping, a haptic-visual product prototyping method created to help product design teams evaluate and select semantic information conveyed between product and user through texturing and ribs of a product in early stages of conceptualization. For the evaluation of this tool, an experiment was realized in which the haptic experience was compared during the interaction with final products and through the HHP. As a result, it was observed that the answers of the interviewees coincided in both situations in 81% of the cases. It was concluded that the HHP enables us to know the semantic information transmitted through haptic-visual means between product and user as well as being able to quantify the clarity with which this information is transmitted. Therefore, this new tool makes it possible to reduce the manufacturing lead time of prototypes as well as the conceptualization phase of the product, providing information on the future success of the product in the market and its economic return
Evaluating the Possibility of Integrating Augmented Reality and Internet of Things Technologies to Help Patients with Alzheimer's Disease
People suffering from Alzheimer's disease (AD) and their caregivers seek
different approaches to cope with memory loss. Although AD patients want to
live independently, they often need help from caregivers. In this situation,
caregivers may attach notes on every single object or take out the contents of
a drawer to make them visible before leaving the patient alone at home. This
study reports preliminary results on an Ambient Assisted Living (AAL) real-time
system, achieved through the Internet of Things (IoT) and Augmented Reality
(AR) concepts, aimed at helping people suffering from AD. The system has two
main sections: the smartphone or windows application allows caregivers to
monitor patients' status at home and be notified if patients are at risk. The
second part allows patients to use smart glasses to recognize QR codes in the
environment and receive information related to tags in the form of audio, text,
or three-dimensional image. This work presents preliminary results and
investigates the possibility of implementing such a system.Comment: 5 pages, 5 figure
Modular framework for a breast biopsy smart navigation system
Dissertação de mestrado em Informatics EngineeringBreast cancer is currently one of the most commonly diagnosed cancers and the fifth leading cause of
cancer-related deaths. Its treatment has a higher survivorship rate when diagnosed in the disease’s early
stages. The screening procedure uses medical imaging techniques, such as mammography or ultrasound,
to discover possible lesions. When a physician finds a lesion that is likely to be malignant, a biopsy
is performed to obtain a sample and determine its characteristics. Currently, real-time ultrasound is the
preferred medical imaging modality to perform this procedure. The breast biopsy procedure is highly reliant
on the operator’s skill and experience, due to the difficulty in interpreting ultrasound images and correctly
aiming the needle. Robotic solutions, and the usage of automatic lesion segmentation in ultrasound
imaging along with advanced visualization techniques, such as augmented reality, can potentially make
this process simpler, safer, and faster.
The OncoNavigator project, in which this dissertation integrates, aims to improve the precision of
the current breast cancer interventions. To accomplish this objective various medical training and robotic
biopsy aid were developed. An augmented reality ultrasound training solution was created and the device’s
tracking capabilities were validated by comparing it with an electromagnetic tracking device. Another
solution for ultrasound-guided breast biopsy assisted with augmented reality was developed. This solution
displays real-time ultrasound video, automatic lesion segmentation, and biopsy needle trajectory display
in the user’s field of view. The validation of this solution was made by comparing its usability with the
traditional procedure. A modular software framework was also developed that focuses on the integration
of a collaborative medical robot with real-time ultrasound imaging and automatic lesion segmentation.
Overall, the developed solutions offered good results. The augmented reality glasses tracking capabilities
proved to be as capable as the electromagnetic system, and the augmented reality assisted breast biopsy
proved to make the procedure more accurate and precise than the traditional system.O cancro da mama é, atualmente, um dos tipos de cancro mais comuns a serem diagnosticados e a
quinta principal causa de mortes relacionadas ao cancro. O seu tratamento tem maior taxa de sobrevivência
quando é diagnosticado nas fases iniciais da doença. O procedimento de triagem utiliza técnicas
de imagem médica, como mamografia ou ultrassom, para descobrir possíveis lesões. Quando um médico
encontra uma lesão com probabilidade de ser maligna, é realizada uma biópsia para obter uma amostra
e determinar as suas características. O ultrassom em tempo real é a modalidade de imagem médica
preferida para realizar esse procedimento. A biópsia mamária depende da habilidade e experiência do
operador, devido à dificuldade de interpretação das imagens ultrassonográficas e ao direcionamento correto
da agulha. Soluções robóticas, com o uso de segmentação automática de lesões em imagens de
ultrassom, juntamente com técnicas avançadas de visualização, nomeadamente realidade aumentada,
podem tornar esse processo mais simples, seguro e rápido.
O projeto OncoNavigator, que esta dissertação integra, visa melhorar a precisão das atuais intervenções
ao cancro da mama. Para atingir este objetivo, vários ajudas para treino médico e auxílio à biópsia
por meio robótico foram desenvolvidas. Uma solução de treino de ultrassom com realidade aumentada
foi criada e os recursos de rastreio do dispositivo foram validados comparando-os com um dispositivo
eletromagnético. Outra solução para biópsia de mama guiada por ultrassom assistida com realidade aumentada
foi desenvolvida. Esta solução exibe vídeo de ultrassom em tempo real, segmentação automática
de lesões e exibição da trajetória da agulha de biópsia no campo de visão do utilizador. A validação desta
solução foi feita comparando a sua usabilidade com o procedimento tradicional. Também foi desenvolvida
uma estrutura de software modular que se concentra na integração de um robô médico colaborativo com
imagens de ultrassom em tempo real e segmentação automática de lesões. Os recursos de rastreio dos
óculos de realidade aumentada mostraram-se tão capazes quanto o sistema eletromagnético, e a biópsia
de mama assistida por realidade aumentada provou tornar o procedimento mais exato e preciso do que
o sistema tradicional
Application of augmented reality and robotic technology in broadcasting: A survey
As an innovation technique, Augmented Reality (AR) has been gradually deployed in the broadcast, videography and cinematography industries. Virtual graphics generated by AR are dynamic and overlap on the surface of the environment so that the original appearance can be greatly enhanced in comparison with traditional broadcasting. In addition, AR enables broadcasters to interact with augmented virtual 3D models on a broadcasting scene in order to enhance the performance of broadcasting. Recently, advanced robotic technologies have been deployed in a camera shooting system to create a robotic cameraman so that the performance of AR broadcasting could be further improved, which is highlighted in the paper
Code-Bothy: Mixed reality and craft sustainability
Code-Bothy examines traditional bricklaying using mixed reality technology. Digital design demands a re-examination of how we make. The digital and the manual should not be considered as autonomous but as part of something more reciprocal. One can engage with digital modelling software or can reject all digital tools and make and design by hand, but can we work in between? In the context of mixed-reality fabrication, the real and virtual worlds come together to create a hybrid environment where physical and digital objects are visualised simultaneously and interact with one another in real time. Hybridity of the two is compelling because the digital is often perceived as the future/emergent and the manual as the past/obsolescent. The practice of being digital and manual is on the one hand procedural and systematic, on the other textural and indexical. Working digitally and manually is about exploring areas in design and making: manual production and digital input can work together to allow for the conservation of crafts, while digital fabrication can be advanced with the help of manual craftsmanship
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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