4 research outputs found

    A Method to Quantitatively Evaluate Geo Augmented Reality Applications

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    International audienceWe propose a method for quantitatively assessing the quality of Geo AR browsers. Our method aims at measuring the impact of attitude and position estimations on the rendering precision of virtual features. We report on lessons learned by applying our method on various AR use cases with real data. Our measurement technique allows to shedding light on the limits of what can be achieved in Geo AR with current technologies. This also helps in identifying interesting perspectives for the further development of high-quality Geo AR applications

    The Impact of Health Literacy on Rating of Healthcare Experience

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    The Patient Protection and Affordable Care Act (PPACA) changed the landscape of healthcare in a number of ways. Among these was the inclusion of patient experience ratings in the Value Based Purchasing (VBP) program. With this change, it has become imperative for administrative and clinical leaders to understand the drivers and factors that impact patient experience ratings. One association that has been largely unexplored by researchers is the relationship of health literacy to patient experience. This project, using a dataset from the 2012 Medical Expenditure Panel Survey (MEPS), examined the relationship between health literacy and ratings of patient experience. Using binary logistic regression, the results of the analysis showed those with self-reported low health literacy were 94% less likely to give a passing patient experience score (rating of 9-10) than those with self-reported high health literacy. From these results it is established that health literacy levels do play an important part in patient experience scores. As such, policy, operational and clinical leaders should consider targeting resources to education and improvement of health literacy. Future research should continue to explore the relationship between health literacy and patient experience ratings as well

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    E-learning and Digital Training in Healthcare Education

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    This book is dedicated to the current trends and new challenges that have emerged from the new e-learning environment, focusing on its potential to revolutionize Healthcare Education and exploring how it may help to better prepare future healthcare professionals for their daily practice. “E-learning and Digital Training in Healthcare Education: Current Trends and New Challenges” contains several research articles focused on new insights into the use of interactive and intuitive e-learning tools and innovative teaching methodologies that engage healthcare students in the new web-based environment training. It also includes several case studies of ‘pathfinder’ e-learning initiatives and surveys related to the penetration and acceptance of digital training in Healthcare Education
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