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1,953
result(s) for
"interactive devices"
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An Isomorphic Interactive Device for the Interventional Surgical Robot after In Vivo Study
2022
Interventional surgical robots are widely used in neurosurgery to improve surgeons’ working environment and surgical safety. Based on the actual operational needs of surgeons’ feedback during preliminary in vivo experiments, this paper proposed an isomorphic interactive master controller for the master–slave interventional surgical robot. The isomorphic design of the controller allows surgeons to utilize their surgical skills during remote interventional surgeries. The controller uses the catheter and guidewire as the operating handle, the same as during actual surgeries. The collaborative operational structure design and the working methods followed the clinical operational skills. The linear force feedback and torque feedback devices were designed to improve the safety of surgeries under remote operating conditions. An eccentric force compensation was conducted to achieve accurate force feedback. Several experiments were carried out, such as calibration experiments, master–slave control performance evaluation experiments, and operation comparison experiments on the novel and previously used controllers. The experimental results show that the proposed controller can perform complex operations in remote surgery applications and has the potential for further animal experiment evaluations.
Journal Article
The Sleep and Technology Use of Americans: Findings from the National Sleep Foundation’s 2011 Sleep in America Poll
2013
Study Objectives:
To describe the technology use and sleep quality of Americans, and the unique association between technology use and sleep disturbances.
Methods:
Interviews were conducted via random digit dialing (N = 750) or the Internet (N = 758). 1,508 Americans (13-64 years old, 50% males) matched to 2009 U.S. Census data provided complete interviews. The sample was further divided into adolescents (13-18 years, N = 171), young adults (19-29 years, N = 293), middle-aged adults (30-45 years, N = 469), and older adults (46-64 years, N = 565) to contrast different generations’ technology use. Participants answered a 47-item semi-structured survey, including questions about their sleep habits, and the presence and use of technology in the hour before bed in the past 2 weeks.
Results:
Nine of 10 Americans reported using a technological device in the hour before bed (e.g., TVs the most popular; 60%). However, those under 30 years of age were more likely to use cell phones (72% of adolescents, 67% of young adults) than those over 30 years (36% of middle-aged, and 16% of older adults). Young adults’ sleep patterns were significantly later than other age groups on both weekdays and weekend nights. Unlike passive technological devices (e.g., TV, mp3 music players), the more interactive technological devices (i.e., computers/laptops, cell phones, video game consoles) used in the hour before bed, the more likely difficulties falling asleep (β = 9.4, p < 0.0001) and unrefreshing sleep (β = 6.4, p < 0.04) were reported.
Conclusions:
Technology use near bedtime is extremely prevalent in the United States. Among a range of technologies, interactive technological devices are most strongly associated with sleep complaints.
Commentary:
A commentary on this article appears in this issue on page 1301.
Citation:
Gradisar M; Wolfson AR; Harvey AG; Hale L; Rosenberg R; Czeisler CA. The sleep and technology use of Americans: findings from the National Sleep Foundation's 2011 Sleep in America Poll.
J Clin Sleep Med
2013;9(12):1291–1299.
Journal Article
The Global Solar Dynamo
by
Cameron, R. H.
,
Brandenburg, A.
,
Dikpati, M.
in
Aerospace Technology and Astronautics
,
Astrophysics and Astroparticles
,
Butterfly wings
2017
A brief summary of the various observations and constraints that underlie solar dynamo research are presented. The arguments that indicate that the solar dynamo is an alpha-omega dynamo of the Babcock-Leighton type are then shortly reviewed. The main open questions that remain are concerned with the subsurface dynamics, including why sunspots emerge at preferred latitudes as seen in the familiar butterfly wings, why the cycle is about 11 years long, and why the sunspot groups emerge tilted with respect to the equator (Joy’s law). Next, we turn to magnetic helicity, whose conservation property has been identified with the decline of large-scale magnetic fields found in direct numerical simulations at large magnetic Reynolds numbers. However, magnetic helicity fluxes through the solar surface can alleviate this problem and connect theory with observations, as will be discussed.
Journal Article
Designing Robots for Marketplace Success: A Case Study with Technology for Behavior and Habit Change
2024
This research seeks to identify the factors that affect people’s decision to purchase, or to not purchase, social robots for their homes. To this aim, we focus on a specific technological use case: behavior and habit change. As consumer behavior research suggests that preferred designs and price sensitivity will vary between those who are technology early adopters and those who are mainstream adopters, we look at how self-classification influences the aforementioned areas. To this end, we interview 18 individuals to identify behavioral change goals and note reactions to three videos of technology for habit change. In addition to assessing willingness-to-pay (WTP) by using established methods in market research, holistic product design cards are also created to aid this process and to support user design. Additionally, we compare how people’s purchase-based designs differ from their ideal designs. We find that although early adopters prefer domestic robots to be human-like in form and behavior, they exhibit significant downgrading, especially to a more device-like form, due to price. Alternatively, we find that those in the mainstream prefer technology that is
not
human-like in form or behavior, and that privacy concerns and a desire for control have significant impacts on their designs.
Journal Article
Design of Digital Interaction for Complex Museum Collections
by
Guidi, Gabriele
,
Caruso, Giandomenico
,
Micoli, Laura Loredana
in
ancient Egypt
,
Caskets
,
Collections
2020
Interactive multimedia applications in museums generally aim at integrating into the exhibition complementary information delivered through engaging narratives. This article discusses a possible approach for effectively designing an interactive app for museum collections whose physical pieces are mutually related by multiple and articulated logical interconnections referring to elements of immaterial cultural heritage that would not be easy to bring to the public with traditional means. As proof of this concept, a specific case related to ancient Egyptian civilization has been developed. A collection of Egyptian artifacts such as mummies, coffins, and amulets, associated with symbols, divinities, and magic spells through the structured funerary ritual typical of that civilization, has been explained through a virtual application based on the concepts discussed in the methodological section.
Journal Article
Clinical trainee performance on task‐based AR/VR‐guided surgical simulation is correlated with their 3D image spatial reasoning scores
by
Eagleson, Roy
,
Bilbie, Liam
,
de Ribaupierre, Sandrine
in
augmented reality
,
Cognition & reasoning
,
computer based training
2024
This paper describes a methodology for the assessment of training simulator‐based computer‐assisted intervention skills on an AR/VR‐guided procedure making use of CT axial slice views for a neurosurgical procedure: external ventricular drain (EVD) placement. The task requires that trainees scroll through a stack of axial slices and form a mental representation of the anatomical structures in order to subsequently target the ventricles to insert an EVD. The process of observing the 2D CT image slices in order to build a mental representation of the 3D anatomical structures is the skill being taught, along with the cognitive control of the subsequent targeting, by planned motor actions, of the EVD tip to the ventricular system to drain cerebrospinal fluid (CSF). Convergence is established towards the validity of this assessment methodology by examining two objective measures of spatial reasoning, along with one subjective expert ranking methodology, and comparing these to AR/VR guidance. These measures have two components: the speed and accuracy of the targeting, which are used to derive the performance metric. Results of these correlations are presented for a population of PGY1 residents attending the Canadian Neurosurgical “Rookie Bootcamp” in 2019.
Journal Article
Additive Manufacturing in Bespoke Interactive Devices—A Thematic Analysis
by
Vella, Pierre
,
Abela, Edward
,
Farrugia, Philip
in
3D printing
,
Additive manufacturing
,
Augmented Reality
2023
Additive Manufacturing (AM) facilitates product development due to the various native advantages of AM when compared to traditional manufacturing processes. Efficiency, customisation, innovation, and ease of product modifications are a few advantages of AM. This manufacturing process can therefore be applied to fabricate customisable devices, such as bespoke interactive devices for rehabilitation purposes. In this context, a two-day workshop titled Design for Additive Manufacturing: Future Interactive Devices (DEFINED) was held to discuss the design for AM issues encountered in the development of an innovative bespoke controller and supporting platform, in a Virtual Reality (VR)-based environment, intended for people with limited dexterity in their hands. The workshop sessions were transcribed, and a thematic analysis was carried out to identify the main topics discussed. The themes were Additive Manufacturing, Generative Design Algorithms, User-Centred Design, Measurement Devices for Data Acquisition, Virtual Reality, Augmented Reality, and Haptics. These themes were then discussed in relation to the available literature. The main conclusion of this workshop was that a coherent design for AM tools is needed by designers to take AM considerations throughout the design process, since they lack the AM knowledge required to develop bespoke interactive devices.
Journal Article
How Television Invented New Media
by
Murphy, Sheila C
in
architectural influence
,
ART / History / General
,
ART / Techniques / General
2011,2020
Now if I just remembered where I put that original TV play device--the universal remote control . . .
Television is a global industry, a medium of representation, an architectural component of space, and a nearly universal frame of reference for viewers. Yet it is also an abstraction and an often misunderstood science whose critical influence on the development, history, and diffusion of new media has been both minimized and overlooked.How Television Invented New Mediaadjusts the picture of television culturally while providing a corrective history of new media studies itself.
Personal computers, video game systems, even iPods and the Internet built upon and borrowed from television to become viable forms. The earliest personal computers, disguised as video games using TV sets as monitors, provided a case study for television's key role in the emergence of digital interactive devices. Sheila C. Murphy analyzes how specific technologies emerge and how representations, from South Park to Dr. Horrible's Sing-Along-Blog, mine the history of television just as they converge with new methods of the making and circulation of images. Past and failed attempts to link television to computers and the Web also indicate how services like Hulu or Netflix On-Demand can give rise to a new era for entertainment and program viewing online. In these concrete ways, television's role in new and emerging media is solidified and finally recognized.
Student real-time visualization system in classroom using RFID based on UTAUT model
by
Inayat, Irum
,
Raja Yusof, Raja Jamilah
,
Qazi, Atika
in
Adoption (Ideas)
,
College Faculty
,
Computer Uses in Education
2017
Purpose
The purpose of this paper is to monitor in-class activities and the performance of the students.
Design/methodology/approach
A pilot study was conducted to evaluate the proposed system using a questionnaire with 132 participants (teachers and non-teachers) in a presentation style to record the participant’s perception about performance expectancy (PE), effort expectancy (EE), facilitating conditions (FC), usability expectancy (UE) and user’s satisfaction (S) based on unified theory of acceptance use of technology (UTAUT) model.
Findings
The results show that PE, EE, FC had positive and significant influence on the UE of the proposed system. The effect of EE and FC on UE was seen to be more in female compared to male participants. The teacher category considered the PE and EE as important factors in determining their decision to use the proposed system.
Originality/value
A real-time student(s) visualization system based on the concept of real-time student locating system using radio frequency identification technology is proposed. Concepts can be categorized within the Internet of Things in the education domain.
Journal Article
The Development of an Interface Instrument for Collecting Electromyography Data and Controlling a Continuous Passive Motion Machine
by
Wang, Peng
,
Alqahtani, Bijad
,
Wang, Weijie
in
Clinical medicine
,
continuous passive motion machine
,
Control algorithms
2023
There is a lack of research in using electromyography (EMG) signals to control a continuous passive motion (CPM) machine. This study aimed to develop an interface instrument for digitalising EMG signals and controlling a CPM machine. Methods: The proposed device was designed with the following: (1) a signal processing unit which converted the EMGs from analogue to digital for the controller; (2) a personal computer which stored and displayed the EMG signals; (3) an LCD device to display the running angle of the CPM; and (4) a microcontroller unit to control the input/output signals and process the algorithm, driving the CPM. To validate the reliability of the proposed system, a total of 600 EMG trials were collected from 10 healthy subjects by using the proposed device via the Delsys® TringoTM EMG system and simultaneously using the Vicon® motion capture system. Result: This proposed device was able to digitalise and process EMG signals from eight channels of muscles, and the signals were able to drive a CPM. The validated results showed that the digitalised EMG signals by the proposed device were statistically similar to and correlated with the signals by the Vicon system with a median correlation coefficient of 0.81, with the 25% and 75% range being 0.56–0.92 with all pairs (300 pairs of EMG trials) (p < 0.001). Conclusions: This study confirmed that the developed device can digitalise EMG signals and drive a CPM as an applicable prototype that can work as an interface between EMG and CPM devices with high reliability.
Journal Article