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7 result(s) for "Chinthammit, Winyu"
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Usability of augmented reality technology in tele-mentorship for managing clinical scenarios—A study protocol
Tele-mentorship is considered to offer a solution to training and providing professional assistance at a distance. Tele-mentoring is a method in which a mentor interactively guides a mentee at a different geographic location in real time using a technological communication device. During a healthcare procedure, tele-mentoring can support a medical expert, remote from the treatment site, to guide a less-experienced practitioner at a different geographic location. Augmented Reality (AR) technology has been incorporated in tele-mentoring systems in healthcare environments globally. However, evidence is absent about the usability of AR technology in tele-mentoring clinical healthcare professionals in managing clinical scenarios. This study aims to evaluate the usability of Augmented Reality (AR) technology in tele-mentorship for managing clinical scenarios. This study uses a quasi-experimental design. Four experienced health professionals and a minimum of twelve novice health practitioners will be recruited for the roles of mentors and mentees, respectively. In the experiment, each mentee wearing the AR headset performs a maximum of four different clinical scenarios in a simulated learning environment. A mentor who stays in a separate room and uses a laptop will provide the mentee remote instruction and guidance following the standard protocols for the treatment proposed for each scenario. The scenarios of Acute Coronary Syndrome, Acute Myocardial Infarction, Pneumonia Severe Reaction to Antibiotics, and Hypoglycaemic Emergency are selected, and the corresponding clinical management protocols developed. Outcome measures include the mentors and mentees' perception of the AR's usability, mentorship effectiveness, and the mentees' self-confidence and skill performance. The protocol was approved by the Tasmania Health and Medical Human Research Ethics Committee (Project ID: 23343). The complete pre-registration of our study can be found at https://osf.io/q8c3u/.
Usability of Augmented Reality Technology in Situational Telementorship for Managing Clinical Scenarios: Quasi-Experimental Study
Background:Telementorship provides a way to maintain the professional skills of isolated rural health care workers. The incorporation of augmented reality (AR) technology into telementoring systems could be used to mentor health care professionals remotely under different clinical situations.Objective:This study aims to evaluate the usability of AR technology in telementorship for managing clinical scenarios in a simulation laboratory.Methods:This study used a quasi-experimental design. Experienced health professionals and novice health practitioners were recruited for the roles of mentors and mentees, respectively, and then trained in the use of the AR setup. In the experiment, each mentee wearing an AR headset was asked to respond to 4 different clinical scenarios: acute coronary syndrome (ACS), acute myocardial infarction (AMI), pneumonia severe reaction to antibiotics (PSRA), and hypoglycemic emergency (HE). Their mentor used a laptop to provide remote guidance, following the treatment protocols developed for each scenario. Rating scales were used to measure the AR’s usability, mentorship effectiveness, and mentees’ self-confidence and skill performance.Results:A total of 4 mentors and 15 mentees participated in this study. Mentors and mentees were positive about using the AR technology, despite some technical issues and the time required to become familiar with the technology. The positive experience of telementorship was highlighted (mean 4.8, SD 0.414 for mentees and mean of 4.25, SD 0.5 for mentors on the 5-point Likert scale). Mentees’ confidence in managing each of the 4 scenarios improved after telementoring (P=.001 for the ACS, AMI, and PSRA scenarios and P=.002 for the HE scenario). Mentees’ individual skill performance rates ranged from 98% in the ACS scenario to 97% in the AMI, PSRA, and HE scenarios.Conclusions:This study provides evidence about the usability of AR technology in telementorship for managing clinical scenarios. The findings suggest the potential for this technology to be used to support health workers in real-world clinical environments and point to new directions of research.
Tele-mentoring using augmented reality technology in healthcare: A systematic review
This systematic review aimed to identify how tele-mentoring systems that incorporate augmented reality (AR) technology are being used in healthcare environments. A total of 12 electronic bibliographic databases were searched using the terms “augmented reality”, “tele-mentoring” and “health”. The PRISMA checklist was used as a guide for reporting. The mixed method appraisal tool was used to assess the quality of the included experiments. The data were then analysed using a concept-centric approach and categorised primarily with regards to system performance and task performance measures. A total of 11 randomised controlled trials and 14 non-randomised designs were included for review. Both mentees and mentors assessed the system and task performance according to 25 categories. The feedback of mentees using AR tele-mentoring systems was generally positive. The majority of experiments revealed that the AR system was an effective tele-mentoring device overall and resulted in the effective performance of a procedure. Benefits included improvements in trainees’ confidence, task completion time and reductions in task errors and shifts in focus. However, the systems had limitations, including heaviness of the equipment, inconvenience, discomfort and distraction of wearing devices, limited battery life, the latency of video and audio signals and limited field of view.   Implications for practice or policy: Health practitioners can apply AR technology to receive and follow real-time annotated instructions verbally and visually from remote experts. Technical developers may consider improving AR devices in terms of lighter weight, larger field of view, more ergonomic design, more stable network connection and longer battery life. Further AR-related experiments may need to explore AR tele-mentoring systems’ utility across healthcare environments with larger samples, real patient populations in remote settings, cost-benefit analysis and impacts on short- and long-term patient outcomes.
Ghostman : Augmented Reality Application for Telerehabilitation and Remote Instruction of a Novel Motor Skill
This paper describes a pilot study using a prototype telerehabilitation system (Ghostman). Ghostman is a visual augmentation system designed to allow a physical therapist and patient to inhabit each other’s viewpoint in an augmented real-world environment. This allows the therapist to deliver instruction remotely and observe performance of a motor skill through the patient’s point of view. In a pilot study, we investigated the efficacy of Ghostman by using it to teach participants to use chopsticks. Participants were randomized to a single training session, receiving either Ghostman or face-to-face instructions by the same skilled instructor. Learning was assessed by measuring retention of skills at 24-hour and 7-day post instruction. As hypothesised, there were no differences in reduction of error or time to completion between participants using Ghostman compared to those receiving face-to-face instruction. These initial results in a healthy population are promising and demonstrate the potential application of this technology to patients requiring learning or relearning of motor skills as may be required following a stroke or brain injury.
Symmetric Evaluation of Multimodal Human–Robot Interaction with Gaze and Standard Control
Control of robot arms is often required in engineering and can be performed by using different methods. This study examined and symmetrically compared the use of a controller, eye gaze tracker and a combination thereof in a multimodal setup for control of a robot arm. Tasks of different complexities were defined and twenty participants completed an experiment using these interaction modalities to solve the tasks. More specifically, there were three tasks: the first was to navigate a chess piece from a square to another pre-specified square; the second was the same as the first task, but required more moves to complete; and the third task was to move multiple pieces to reach a solution to a pre-defined arrangement of the pieces. Further, while gaze control has the potential to be more intuitive than a hand controller, it suffers from limitations with regard to spatial accuracy and target selection. The multimodal setup aimed to mitigate the weaknesses of the eye gaze tracker, creating a superior system without simply relying on the controller. The experiment shows that the multimodal setup improves performance over the eye gaze tracker alone ( p < 0.05 ) and was competitive with the controller only setup, although did not outperform it ( p > 0.05 ).
Enabling Symmetric Collaboration in Public Spaces through 3D Mobile Interaction
Collaboration has been common in workplaces in various engineering settings and in our daily activities. However, how to effectively engage collaborators with collaborative tasks has long been an issue due to various situational and technical constraints. The research in this paper addresses the issue in a specific scenario, which is how to enable users to interact with public information from their own perspective. We describe a 3D mobile interaction technique that allows users to collaborate with other people by creating a symmetric and collaborative ambience. This in turn can increase their engagement with public displays. In order to better understand the benefits and limitations of this technique, we conducted a usability study with a total of 40 participants. The results indicate that the 3D mobile interaction technique promotes collaboration between users and also improves their engagement with the public displays.
Hybrid inertial -laser scanning head tracking system for cockpit applications
The operation and performance of the proposed hybrid inertial-laser scanning head tracking system is described. The unique laser-scanning tracking technology shares the same aperture or scanned optical beam with the visual display, Virtual Retinal Display (VRD). Our novel system generates two simultaneous in-phase scanning beams for display and tracking purposes. The VRD provides high brightness for a helmet mounted display, especially in the extreme environment of a military cockpit. The optical tracking system is capable of tracking with high accuracy. A linear accelerometer is being used to provide the high update rate for our hybrid tracking system that is necessary for the cockpit applications, where head movement can be extreme. Different algorithms were studied to optimally fuse/hybrid the data from the laser-scanning tracking system and the inertial tracking system. A method of prediction was also studied as a mean to compensate for the effect of the system latency. The proposed system was tested on conditions similar to those in the cockpit applications. This dissertation demonstrates that the proposed hybrid inertial-laser scanning head tracking system is capable of high accuracy, high update rate and low latency.