14 research outputs found

    Comprehensive Evaluation of the Library: A Case Study

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    Introduction Libraries have an important role in improving the quality of education, research, and the knowledge-producing process by maintaining and distributing knowledge and information, particularly in universities, so evaluation of libraries according to determined standards should be considered. This study was conducted to evaluate the central library of Tabriz University of Medical Sciences based on Iranian library standards. Methods This survey-descriptive study was performed on the Central Library of Tabriz University of Medical Sciences, Iran in 2019. The evaluation was performed using a checklist designed by the authors. The validity of the checklist was confirmed by the content validity index (0.83) and content validity ratio (0.80), as well, its reliability was confirmed using Cronbach’s alpha (0.85). Four evaluators were used to evaluate the Central Library according to designed checklist. Gathered data were analyzed using descriptive statistics by SPSS-IBM24. Results The average standard compliance based on defined Iranian library standards was 66.78%. The highest and lowest rate of compliance was related to the organization of resources (100%) and buildings and equipment (44.44%), respectively. Conclusion Since academic libraries are the most important scientific, educational, and research information centers in the country, so standards adherence and compliance are a reliable way to reduce costs, prevent waste of human resources and, most importantly, improve library services

    Applications of virtual and augmented reality in infectious disease epidemics with a focus on the COVID-19 outbreak

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    The pandemics of major infectious diseases often cause public health, economic, and social problems. Virtual reality (VR) and augmented reality (AR), as two novel technologies, have been used in many fields for emergency management of disasters. The objective of this paper was to review VR and AR applications in the emergency management of infectious outbreaks with an emphasis on the COVID-19 outbreak. A search was conducted in MEDLINE (PubMed), Embase, IEEE, Cochrane Library, Google Scholar, and related websites for papers published up to May 2, 2020. The VR technology has been used for preventing or responding to infections by simulating human behaviors, infection transmission, and pathogen structure as a means for improving skills management and safety protection. Telehealth, telecommunication, and drug discovery have been among the other applications of VR during this pandemic. Moreover, AR has also been used in various industries, including healthcare, marketing, universities, and schools. Providing high-resolution audio and video communication, facilitating remote collaboration, and allowing the visualization of invisible concepts are some of the advantages of using this technology. However, VR has been used more frequently than AR in the emergency management of previous infectious diseases with a greater focus on education and training. The potential applications of these technologies for COVID-19 can be categorized into four groups, i.e., 1) entertainment, 2) clinical context, 3) business and industry, and 4) education and training. The results of this study indicate that VR and AR have the potential to be used for emergency management of infectious diseases. Further research into employing these technologies will have a substantial impact on mitigating the destructive effects of infectious diseases. Making use of all the potential applications of these technologies should be considered for the emergency management of the current pandemic and mitigating its negative impacts

    Effectiveness of virtual reality-based exercise therapy in rehabilitation: A scoping review

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    Background: When it comes to rehabilitation following many injuries and disabilities, exercise therapy is a long, arduous, and tedious process. Therefore, there is a need to employ new methods to increase the frequency, duration, and intensity of the exercises, and to boost motivation and satisfaction of the patients in a way that they can better perform the exercises. In this regard, virtual reality (VR) is an emerging technology that can be an effective tool in mitigating therapeutic challenges. Objectives: The main objective of the current study was to evaluate the effectiveness of VR-based exercise therapy to highlight areas for future studies in rehabilitation. Methods: The scoping review methodology was used to comprehensively search for and identify related papers in MEDLINE (PubMed), Cochrane Database of Systematic Reviews, EMBASE, IEEE, and Web of Science, while grey literature was also searched. Studies that used VR for exercise therapy were included in the current review. Quality assessment was performed using the Physiotherapy Evidence Database. The consensus was reached following two reviewers’ independent inclusion screening, data extraction, and appraisal. Results: Among 2887 identified studies, 26 papers were eligible to be included in this review. The results showed the positive effects of VR-based exercise therapy in a variety of conditions or disorders. With regard to treatment objectives, VR-based exercise therapy has been more commonly considered for the improvement of pain (41%), functional ability (31%), and muscular strength (24%). According to the findings, compared to other VR devices, Nintendo Wii and Kinect are 41% and 24% more common, respectively. Conclusions: This review provides evidence for the potential effectiveness of virtual reality-based exercise therapy for the improvement of rehabilitation outcomes. However, further higher-quality research is needed to confirm the observed positive effects

    Approved exercises in the focus group session.

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    Forward Head Posture (FHP) is one of the most commonly occurring musculoskeletal abnormalities. Despite exercise therapy being an effective approach for FHP treatment, it can be long, monotonous, and tedious. Virtual reality (VR) can be used as an innovative solution to address these challenges. We designed an affordable and immersive VR-based exercise therapy (VRET) system for FHP correction. The VRET contents (i.e., exercises and VR scenarios) were determined by physiotherapists and game designers at the focus group meetings. Hardware requirements include a VR box, smartphone, and sensors (i.e., a smartphone accelerometer and an affordable Inertial Measurement Unit (IMU)) to measure head motions and transfer them via Wi-Fi to the VRET system. The IMU was designed using the MPU6050, Arduino Nano, and ESP8266-01S. Gwet’s AC1, Game Experience Questionnaires (GEQ), and System Usability Scale (SUS) were used to measure intra-rater reliability, user experience, and system usability, respectively. The determined exercises, including Capital Flexion-Extension and Chin Tuck, were designed in the form of a shooting game. A physiotherapist and twenty-one FHP individuals took part in evaluating the system. High precision was obtained for the designed IMU (i.e., pitch and roll </div

    IMU design process.

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    a The schematic output from Altium designer software. b Designed PCB for the designed module. c Show axes on IP: 192.168.4.1. d Chips assembly on PCB. e Pitch and roll outputs in Unity environment.</p

    Overview of participations information.

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    Forward Head Posture (FHP) is one of the most commonly occurring musculoskeletal abnormalities. Despite exercise therapy being an effective approach for FHP treatment, it can be long, monotonous, and tedious. Virtual reality (VR) can be used as an innovative solution to address these challenges. We designed an affordable and immersive VR-based exercise therapy (VRET) system for FHP correction. The VRET contents (i.e., exercises and VR scenarios) were determined by physiotherapists and game designers at the focus group meetings. Hardware requirements include a VR box, smartphone, and sensors (i.e., a smartphone accelerometer and an affordable Inertial Measurement Unit (IMU)) to measure head motions and transfer them via Wi-Fi to the VRET system. The IMU was designed using the MPU6050, Arduino Nano, and ESP8266-01S. Gwet’s AC1, Game Experience Questionnaires (GEQ), and System Usability Scale (SUS) were used to measure intra-rater reliability, user experience, and system usability, respectively. The determined exercises, including Capital Flexion-Extension and Chin Tuck, were designed in the form of a shooting game. A physiotherapist and twenty-one FHP individuals took part in evaluating the system. High precision was obtained for the designed IMU (i.e., pitch and roll </div

    Prototype stage.

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    a The shooting scenario in the prototype stage. b Test of the prototype on the subject with FHP.</p

    The designed holder to fix the smartphone on the forehead and neck of the person.

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    The designed holder to fix the smartphone on the forehead and neck of the person.</p
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