62 research outputs found

    Reinventing bodies and practice in medical education

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    Thesis (Ph. D. in History and Social Study of Science and Technology (HASTS))--Massachusetts Institute of Technology, Program in Science, Technology and Society, June 2004."May 2004."Includes bibliographical references (p. 247-253).This dissertation recounts the development of graphic models of human bodies and virtual reality simulators for teaching anatomy and surgery to medical students, residents, and physicians. It considers how researchers from disciplinary cultures in medicine, engineering, and computer programming come together to build these technologies, bringing with them values and assumptions about bodies from each of their disciplines, values and assumptions that must be negotiated and that often are made material and embedded in these new technologies. It discusses how the technological objects being created privilege the body as a dynamic and interactive system, in contrast to the description and taxonomic body of traditional anatomy and medicine. It describes the ways that these technologies create new sensory means of knowing bodies. And it discusses the larger cultural values that these technologies reify or challenge. The methodology of this dissertation is ethnography. I consider in-depth one laboratory at a major medical school, as well as other laboratories and researchers in the field of virtual medicine. I study actors in the emerging field of virtual medicine as they work in laboratories, at conferences, and in collaborations with one another. I consider the social formations that are developing with this new discipline. Methods include participant observation of laboratory activities, teaching, surgery, and conferences and extensive, in-depth interviewing of actors in the field. I draw on the literatures in the anthropology of science, technology, and medicine, the sociology of science, technology, and medicine, and the history of science and technology to argue that "bodies of information" are part of a bio-engineering revolution.(Cont.) that is making human bodies more easily viewed and manipulated. Science studies theorists have revealed the constructed, situated, and contingent nature of technoscientific communities and the objects they work with. They also have discussed how technoscientific objects help create their subjects and vice versa. This dissertation considers these phenomena within the arena of virtual medicine to intervene in debates about the body, about simulation, and about scientific cultures.by Rachel Prentice.Ph.D.in History and Social Study of Science and Technology (HAST

    A study of behavioural, cognitive and neural markers underlying visuospatial learning

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    Visuospatial (VS) learning is an education format noted for encouraging an individual to use visual exploration and their innate spatial ability in constructing a flexible ‘internal mental representation’ of three-dimensional information. Being a discipline reliant upon this informed consideration, VS methods have found particular application in anatomy education – with tangential evidence linking the inclusion of these methods to greater student understanding of anatomical concepts. Building on these findings, this thesis investigates: (i) the extent of individual and group learning benefits that accompany VS instruction within anatomy education, and (ii) a novel exploration of the cognitive and neuroscientific mechanisms that govern their success. To chart the success of instructional methodology in our reporting, we selected an array of academic performance and accompanying engagement indices. These items had been expressed by numerous modestly-powered prior studies, encompassing a diversity of anatomy cohorts, to be heightened under VS learning. Our initial work in Chapter 2 was therefore to determine if these effects were preserved when VS instruction was introduced within a substantially larger undergraduate anatomy cohort. Findings substantiated the wider applicability of this teaching method, with academic scores in each of the examined categories (didactic, spatial, and extrapolation) being superior to standard course delivery. Conflictingly, lower engagement and desire for VS inclusion was noted in the group receiving this instruction – leading us to attribute this to prevailing misconceptions about the nature of VS learning. In order to determine whether benefits found to characterise VS teaching in anatomy were universally applicable, or attributable to a myriad of demographic and cognitive factors, Chapter 3 explored variation in individual spatial capacity. Interestingly, the prevailing advantage of raw spatial aptitude in males was not associated with improved practical performance. This subsequently allowed a component of underlying psychological reasoning, namely visualisation (Vz) ability, to be highlighted as the clearest indicator of one’s ability to transfer raw spatial intelligence into practical VS understanding. Accompanying the misconceptions of VS learning reported in Chapter 2, participants were found to be poor estimators of their VS ability. Having established that spatial reasoning in anatomy possesses a physiological basis, we conducted a novel exploration of the neuroscientific mechanism evoked in VS learning using electroencephalography (EEG) technology (Chapter 4). This was evaluated by monitoring the neural signals of individuals engaged in two anatomical education workshops (featuring standard or VS instruction). No significant differences in oscillatory power accounted for the influence of VS instruction within any of the assessed frequency ranges (2-45Hz). Objective task outcomes were consistent with those in Chapter 2, finding a similarly elevated ability to address spatial questions following VS instruction. When placed together, the results of Chapters 2, 3 and 4 demonstrate the explicit advantages present for VS instruction in anatomy education. Though further work is required to isolate the specific underlying neural pathways, this appears linked to passive changes in how the human brain processes and later consolidates this information. Findings have important implications for advancing medical educational strategy (Appendix Descriptive Review), and wider understanding of the mechanisms that govern learning.Thesis (Ph.D.) -- University of Adelaide, Adelaide Medical School, 202

    Modeling and Simulation in Engineering

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    This book provides an open platform to establish and share knowledge developed by scholars, scientists, and engineers from all over the world, about various applications of the modeling and simulation in the design process of products, in various engineering fields. The book consists of 12 chapters arranged in two sections (3D Modeling and Virtual Prototyping), reflecting the multidimensionality of applications related to modeling and simulation. Some of the most recent modeling and simulation techniques, as well as some of the most accurate and sophisticated software in treating complex systems, are applied. All the original contributions in this book are jointed by the basic principle of a successful modeling and simulation process: as complex as necessary, and as simple as possible. The idea is to manipulate the simplifying assumptions in a way that reduces the complexity of the model (in order to make a real-time simulation), but without altering the precision of the results

    Advances on Mechanics, Design Engineering and Manufacturing III

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    This open access book gathers contributions presented at the International Joint Conference on Mechanics, Design Engineering and Advanced Manufacturing (JCM 2020), held as a web conference on June 2–4, 2020. It reports on cutting-edge topics in product design and manufacturing, such as industrial methods for integrated product and process design; innovative design; and computer-aided design. Further topics covered include virtual simulation and reverse engineering; additive manufacturing; product manufacturing; engineering methods in medicine and education; representation techniques; and nautical, aeronautics and aerospace design and modeling. The book is organized into four main parts, reflecting the focus and primary themes of the conference. The contributions presented here not only provide researchers, engineers and experts in a range of industrial engineering subfields with extensive information to support their daily work; they are also intended to stimulate new research directions, advanced applications of the methods discussed and future interdisciplinary collaborations

    Aerial Vehicles

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    This book contains 35 chapters written by experts in developing techniques for making aerial vehicles more intelligent, more reliable, more flexible in use, and safer in operation.It will also serve as an inspiration for further improvement of the design and application of aeral vehicles. The advanced techniques and research described here may also be applicable to other high-tech areas such as robotics, avionics, vetronics, and space

    Advances on Mechanics, Design Engineering and Manufacturing III

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    This open access book gathers contributions presented at the International Joint Conference on Mechanics, Design Engineering and Advanced Manufacturing (JCM 2020), held as a web conference on June 2–4, 2020. It reports on cutting-edge topics in product design and manufacturing, such as industrial methods for integrated product and process design; innovative design; and computer-aided design. Further topics covered include virtual simulation and reverse engineering; additive manufacturing; product manufacturing; engineering methods in medicine and education; representation techniques; and nautical, aeronautics and aerospace design and modeling. The book is organized into four main parts, reflecting the focus and primary themes of the conference. The contributions presented here not only provide researchers, engineers and experts in a range of industrial engineering subfields with extensive information to support their daily work; they are also intended to stimulate new research directions, advanced applications of the methods discussed and future interdisciplinary collaborations

    3D Design Review Systems in Immersive Environments

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    Design reviews play a crucial role in the development process, ensuring the quality and effectiveness of designs in various industries. However, traditional design review methods face challenges in effectively understanding and communicating complex 3D models. Immersive technologies, particularly Head-Mounted Displays (HMDs), offer new opportunities to enhance the design review process. In this thesis, we investigate using immersive environments, specifically HMDs, for 3D design reviews. We begin with a systematic literature review to understand the current state of employing HMDs in industry for design reviews. As part of this review, we utilize a detailed taxonomy from the literature to categorize and analyze existing approaches. Additionally, we present four iterations of an immersive design review system developed during my industry experience. Two of these iterations are evaluated through case studies involving domain experts, including engineers, designers, and clients. A formal semi-structured focus group is conducted to gain further insights into traditional design review practices. The outcomes of these evaluations and the focus group discussions are thoroughly discussed. Based on the literature review and the focus group findings, we uncover a new challenge associated with using HMDs in immersive design reviews—asynchronous and remote collaboration. Unlike traditional design reviews, where participants view the same section on a shared screen, HMDs allow independent exploration of areas of interest, leading to a shift from synchronous to asynchronous communication. Consequently, important feedback may be missed as the lead designer disconnects from the users' perspectives. To address this challenge, we collaborate with a domain expert to develop a prototype that utilizes heatmap visualization to display 3D gaze data distribution. This prototype enables lead designers to quickly identify areas of review and missed regions. The study incorporates the Design Critique approach and provides valuable insights into different heatmap visualization variants (top view projection, object-based, and volume-based). Furthermore, a list of well-defined requirements is outlined for future spatio-temporal visualization applications aimed at integrating into existing workflows. Overall, this thesis contributes to the understanding and improvement of immersive design review systems, particularly in the context of utilizing HMDs. It offers insights into the current state of employing HMDs for design reviews, utilizes a taxonomy from the literature to analyze existing approaches, highlights challenges associated with asynchronous collaboration, and proposes a prototype solution with heatmap visualization to address the identified challenge

    UNSTABLE TERRITORIES OF REPRESENTATION: Architectural Experience and the Behaviour of Forms, Spaces and the Collective Dynamic Environment

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    This thesis applies an interdisciplinary cybernetic and phenomenological analysis to contemporary theories of representation and interpretation of architecture, resulting in a speculative theoretical model of architectural experience as a behavioural system. The methodological model adopted for this research defines the main structure of the thesis where the narrative and the contributing parts of its complexity emerge. The narrative is presented through objectives and hypotheses that shift and slide between architectural representation and its experience based on three key internal components in architecture: the architectural forms and spaces, the active observers that interact with their environment, and finally, the responsive environment. Three interrelated research questions are considered. The first seeks to define the influence of the theoretical instability between complex life processes, emerging technologies and active perception upon architecture. The second questions the way in which the architectural experience is generated. The third asks: Does architecture behave? And if so, is it possible to define its behavioural characteristics related to its representation, experience and the medium of communication in-between? The thesis begins by exploring the effect of developments in digitally interactive, biological, and hybrid technologies on representation in architecture. An account of architectural examples considers the shift in the meaning of representation in architecture from the actual and literal to the more conceptual and experimental, from the individual human body and its relations to the multifaceted ecosystem of collective and connected cultures. The writings of Kester Rattenbury, Neil Leach, and Peter Cook among others contribute to the transformation of the ordinary perceptual experience of architecture, the development of experimental practices in architectural theory, and the dynamism of our perception. The thesis goes on to suggest that instability in architectural representation does not only depend on the internal components of the architectural system but also on the principles and processes of complex systems as well as changes in active perception and our consciousness that act as the external influences on the system. Established theoretical endeavours in biology of D’Arcy Thompson, Alan Turing, and John Holland and philosophies of Merleau-Ponty, Richard Gregory, and Deleuze and Guattari are discussed in this context. Pre-programmed and computational models, illustrative and generative, are presented throughout the thesis. In the final stage of the development of the thesis architecture is analysed as a system. This is not an unprecedented notion, however defining the main elements and components of this system and their interactions and thereafter identifying that the system behaves and defining its behavioural characteristics, adds to the knowledge in the field of theoretical and experimental architecture. This thesis considers the behavioural characteristics of architecture to be derived from the hypothetical links and unstable thresholds of its non-dualistic notions of materiality and immateriality, reality and virtuality, and finally, intentionality and interpretation
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