23,496 research outputs found
Methods and Tools for Objective Assessment of Psychomotor Skills in Laparoscopic Surgery
Training and assessment paradigms for laparoscopic surgical skills are evolving from traditional mentor–trainee tutorship towards structured, more objective and safer programs. Accreditation of surgeons requires reaching a consensus on metrics and tasks used to assess surgeons’ psychomotor skills. Ongoing development of tracking systems and software solutions has allowed for the expansion of novel training and assessment means in laparoscopy. The current challenge is to adapt and include these systems within training programs, and to exploit their possibilities for evaluation purposes. This paper describes the state of the art in research on measuring and assessing psychomotor laparoscopic skills. It gives an overview on tracking systems as well as on metrics and advanced statistical and machine learning techniques employed for evaluation purposes. The later ones have a potential to be used as an aid in deciding on the surgical competence level, which is an important aspect when accreditation of the surgeons in particular, and patient safety in general, are considered. The prospective of these methods and tools make them complementary means for surgical assessment of motor skills, especially in the early stages of training. Successful examples such as the Fundamentals of Laparoscopic Surgery should help drive a paradigm change to structured curricula based on objective parameters. These may improve the accreditation of new surgeons, as well as optimize their already overloaded training schedules
Adoption of augmented reality technology by university students
In recent times, Augmented Reality has gained more relevance in the field of education. This relevance has been
enhanced due to its ease of use, as well as the availability of the technical devices for the students. The present
study was conducted with students enrolled in the Pedagogy Degree in the Faculty of Education at the University
of Seville. The objective was to understand the degree of technological acceptance of students during their
interaction with the AR objects produced, the performance achieved by the students, and if their gender affected
their acquisition of knowledge. For this, three data collection instruments were utilized: a multiple choice test for
the analysis of the student's performance after the interaction, the Technology Acceptance Model (TAM) diagnostic instrument, created by Davis (1989), and an “ad hoc” instrument created so that the students could
evaluate the class notes enriched with the AR objects created. The study has allowed us to broaden the scientific
knowledge of the TAM by Davis, to understand that AR objects can be utilized in university teaching, and to know
that the student's gender does not influence learning.Ministry of Economy and Competitiveness of Spain EDU-5746-
Space time pixels
This paper reports the design of a networked system, the aim of
which is to provide an intermediate virtual space that will
establish a connection and support interaction between multiple
participants in two distant physical spaces.
The intention of the project is to explore the potential of the
digital space to generate original social relationships between
people that their current (spatial or social) position can
difficultly allow the establishment of innovative connections.
Furthermore, to explore if digital space can sustain, in time,
low-level connections like these, by balancing between the two
contradicting needs of communication and anonymity.
The generated intermediate digital space is a dynamic reactive
environment where time and space information of two physical
places is superimposed to create a complex common ground where
interaction can take place. It is a system that provides
awareness of activity in a distant space through an abstract
mutable virtual environment, which can be perceived in several
different ways – varying from a simple dynamic background image
to a common public space in the junction of two private spaces or
to a fully opened window to the other space – according to the
participants will.
The thesis is that the creation of an intermediary environment
that operates as an activity abstraction filter between several
users, and selectively communicates information, could give
significance to the ambient data that people unconsciously
transmit to others when co-existing. It can therefore generate a new layer of connections and original interactivity patterns; in contrary to a straight-forward direct real video and sound
system, that although it is functionally more feasible, it
preserves the existing social constraints that limit interaction
into predefined patterns
The Relationship Between Augmented Reality Games and Well-Being Outcomes: A Self-Determination Theory Approach
Video games have become a prevalent source of media entertainment globally. Their popularity has made them a topic of interest to researchers, medical professionals, educators, politicians, and many more who are concerned about the role and impact video games have in society. Research has often focused on the effects of violence and addiction; however, the use of video games as an educational tool has been explored as well. Additionally, the literature suggests that video games may also be a useful medium for increasing positive health behaviors such as exercise. A popular type of video game known as an augmented reality game, or ARG, serves to overlay the gaming interface onto the real world and players are often encouraged to move about the game’s environment, and hence the real world, to further engage with the gaming activity. The current study examines the physical and psychological well-being of ARG players, as compared to people who report engaging in light exercise on a regular basis. For this research, the framework of Self-determination theory (SDT) is applied to evaluate the role motivational constructs may have with regards to ARG engagement, in particular whether positive and negative effects can be predicted based on how the games facilitate or undermine the basic needs of those who engage with them. A total of 407 participants completed questionnaires about their physical and psychological health, motivation, and activity engagement. Results supported the hypotheses that SDT’s basic psychological needs constructs significantly relate to physical and psychological well-being outcomes for ARG players, and the same patterns replicated in light exercisers. Participant approach orientation (task and ego involvement) demonstrated mixed results within each group. Findings suggest the importance of SDT-related constructs like autonomy, competence and relatedness when evaluating the influences of ARGs and videogames that could be designed to improve physical and psychological well-being outcomes
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