195,906 research outputs found

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

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    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as “computing that relates to, arises from, or deliberately influences emotions”. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field

    Potential applications of virtual reality devices in older people. Narrative review

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    Introduction Many of the non-pharmacological therapeutic interventions such as physical and mental exercises are focused on some of the dimensions of human cognition only. Therefore, methods involving immersion in VR (VR) might presumably belong to the more effective treatment methods. VR is a rapidly evolving technology, which is successfully and increasingly present in various branches, including medicine. Despite its increasing popularity for many people it is still new and unexplored, which leads to negative opinions and unwillingness to use in geriatric population. Therefore, the main purpose of this article is to describe application of virtual reality and new technologies devices in geriatrics. Material and methods Articles in the EBSCO database were analyzed using keywords: virtual reality, frailty, pain, phobias, stroke rehabilitation, adverse effects. Available literature has been subjectively selected. Results Researches with applications of virtual reality techniques in sarcopenia and frailty, phobias, stroke rehabilitation, pain therapy were described. Moreover, potential adverse effects were discussed. Conclusions An overview of the research results in this area indicates that the virtual reality, possibly could be applied in mental and physical training in the cases of both physiological aging and various disorders. At the same time, the disadvantages and potential adverse effects have been pointed out. Further studies on application of VR in older people should be conducted to determine its effectiveness in various clinical and nonclinical settings

    Data Driven Approach to Multi-Agent Low Level Behavior Generation in Medical Simulations

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    A multi-agent scenario generation framework is designed, implemented and evaluated in the context of a preventive medicine education virtual reality system with data collected from a sensor network at the University of Iowa Hospital. An agent in the framework is a virtual human that represents a healthcare worker. The agent is able to make certain decisions based on the information it gathers from its surroundings in the virtual environment. Distributed sensor networks are becoming very commonplace in public areas for public safety and surveillance purposes. The data collected from these sensors can be visualized in a multi-agent simulation. The various components of the framework include generation of unique agents from the sensor data and low level behaviors such as path determination, directional traffic flows, collision avoidance and overtaking. The framework also includes a facility to prevent foot slippage with detailed animations during the travel period of the agents. Preventive medicine education is the process of educating health care workers about procedures that could mitigate the spread of infections in a hospital. We built an application called the 5 Moments of Hand Hygiene that educates health care workers on the times they are supposed to wash their hands when dealing with a patient. The purpose of the application was to increase the compliance rates of this CDC mandated preventive measure in hospitals across the nation. A user study was performed with 18 nursing students and 5 full-time nurses at the Clemson University School of Nursing to test the usability of the application developed and the realism of the scenario generation framework. The results of the study suggest that the behaviors generated by the framework are realistic and believable enough for use in preventive medicine education applications
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