521 research outputs found

    An anatomic study of the accessory anterolateral talar facet

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    Background: A small accessory facet with articular surface morphology is occasionally seen on the talus, bordering on the lateral end of the sinus tarsi. This facet has been named the accessory anterolateral talar facet. However, few anatomical studies have addressed this facet. Here we present the precise morphology of accessory anterolateral talar facet with emphasis on anatomical correlation between the presence of this facet and the angle of the infero-lateral surface of the talus (talar infero-lateral surface — TILS angle). Materials and methods: A total of 22 (11 male, 11 female) adult cadavers with no known pathological conditions in the talocalcaneal joints were examined during educational dissection at Nagoya City University Medical School in 2013. After exclusion of 1 joint due to the poor condition of the talus, 43 talus (22 right, 21 left) were analysed. We judged the presence of the accessory anterolateral talar facet and measured TILS angle. We performed statistical analysis on the point of laterality, gender difference and the difference in the TILS angles in tali with or without the accessory anterolateral talar facets. Results: An accessory anterolateral talar facet was identified in 11 (26%) of the 43 specimens. Of the 21 cadavers with paired talar specimens, 5 displayed the facet bilaterally. Conclusions: There was no sex difference and no significant laterality, however we found that TILS angle was significantly larger in accessory anterolateral talar facet positive samples than in negative ones

    The Gamification of Augmented Reality Art

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    Augmented Reality (AR) and its applications are being used in many applications, including gaming, education, industry, research, and art. Gamification refers to the merging of games with interactive media (video games, Virtual and Augmented Realities, for example) to allow for the completion of difficult digital labour of research in a more fun, intuitive fashion. In this chapter, the merging of gamification and Augmented Reality-based art is discussed, its impact in terms of digital labour as well as examples of Augmented Reality that exhibit gamification or elements of it. Speculative design fictions of gamified Augmented Reality are examined to determine possible future outcomes of this genre. Lastly historical experiments in user interface design are mentioned to propose future solutions for Augmented Reality applications, artistic installations and gamification scenarios
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