10 research outputs found

    Interventional radiology virtual simulator for liver biopsy

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    Purpose Training in Interventional Radiology currently uses the apprenticeship model, where clinical and technical skills of invasive procedures are learnt during practice in patients. This apprenticeship training method is increasingly limited by regulatory restrictions on working hours, concerns over patient risk through trainees’ inexperience and the variable exposure to case mix and emergencies during training. To address this, we have developed a computer-based simulation of visceral needle puncture procedures. Methods A real-time framework has been built that includes: segmentation, physically based modelling, haptics rendering, pseudo-ultrasound generation and the concept of a physical mannequin. It is the result of a close collaboration between different universities, involving computer scientists, clinicians, clinical engineers and occupational psychologists. Results The technical implementation of the framework is a robust and real-time simulation environment combining a physical platform and an immersive computerized virtual environment. The face, content and construct validation have been previously assessed, showing the reliability and effectiveness of this framework, as well as its potential for teaching visceral needle puncture. Conclusion A simulator for ultrasound-guided liver biopsy has been developed. It includes functionalities and metrics extracted from cognitive task analysis. This framework can be useful during training, particularly given the known difficulties in gaining significant practice of core skills in patients

    Appearance Modeling of Living Human Tissues

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    This is the peer reviewed version of the following article: Nunes, A.L.P., Maciel, A., Meyer, G.W., John, N.W., Baranoski, G.V.G., & Walter, M. (2019). Appearance Modeling of Living Human Tissues, Computer Graphics Forum, which has been published in final form at https://doi.org/10.1111/cgf.13604. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-ArchivingThe visual fidelity of realistic renderings in Computer Graphics depends fundamentally upon how we model the appearance of objects resulting from the interaction between light and matter reaching the eye. In this paper, we survey the research addressing appearance modeling of living human tissue. Among the many classes of natural materials already researched in Computer Graphics, living human tissues such as blood and skin have recently seen an increase in attention from graphics research. There is already an incipient but substantial body of literature on this topic, but we also lack a structured review as presented here. We introduce a classification for the approaches using the four types of human tissues as classifiers. We show a growing trend of solutions that use first principles from Physics and Biology as fundamental knowledge upon which the models are built. The organic quality of visual results provided by these Biophysical approaches is mainly determined by the optical properties of biophysical components interacting with light. Beyond just picture making, these models can be used in predictive simulations, with the potential for impact in many other areas

    An embodied approach to arthropod animation

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    A directed particle system for optimised visualization of blood flow in complex networks

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    This paper introduces a novel technique for the visualization of blood (or other fluid) flowing through a complex 3D network of vessels. The Directed Particle System (DPS) approach is loosely based on the computer graphics concept of flocking agents. It has been developed and optimised to provide effective real time visualization and qualitative simulation of fluid flow. There are many potential applications of DPS, and one example - a decision support tool for coronary collateralization - is discussed

    The influence of virtual reality on the perception of artificial intelligence characters in games

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    Virtual Reality is a technology which is quickly leaving the laboratory and being placed in the hands of the consumer. With many large hardware manufacturers and games development studios investing heavily in the future of the technology, we are starting to see the first VR-based games become available. But will the consumerization of VR hardware change how games developers consider Artificial Intelligence? In this study, we begin by discussing how the perception of an AI-based character may change how a user interacts with it. Based on this survey, we ask the following question: �Do AI characters appear more or less human-like though Virtual Reality, as opposed to typical monitor-based viewing mediums?� We conduct a study where 16 participants play two games (a First Person Shooter (FPS), and a racing game), both played through VR and a monitor (4 games in total). In this study, the participants are told that they will play two games against another human participant, and two against an AI driven character and that they must make a judgement on what they are playing against for each game. However, they actually play against identical AI characters in both viewing instances of the two games. The results show a clear split in assessment for the two games; when the racing game was played through VR, the participants concluded that their opponent was Human; however, when played through the monitor, they concluded they were playing against an AI. However, the opposite trend is apparent when the participants played the FPS game. We conclude the VR does change the way we perceive AI characters; however this change in perception needs to be further investigated

    Towards Real-Time Behavioral Evolution in Video Games

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    This paper presents preliminary work in real-time behavioral evolution of non-player characters in video games. We present an approach, utilizing a modified version of the Template Based Evolution algorithm, to evolve NPCs during a first person shooter game. Through the research, we demonstrate how this approach could be a viable method of introducing evolutionary components into industry quality games, to produce procedural, emergent behaviors

    Anthropomorphisation of software agents as a persuasive tool

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    In this position paper, we make an argument for the anthropomorphism of software agents as a persuasive tool. We begin by discussing some of the relevant applications, before providing a brief introduction to the CASA theory of social interaction with computers. We conclude by describing a selection of the evidence for anthropomorphism, and an argument for further research into this are
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