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1.
JMIR Serious Games ; 12: e51508, 2024 Apr 26.
Article in English | MEDLINE | ID: mdl-38669680

ABSTRACT

BACKGROUND: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual reality (VR) could be a solution to this challenge; however, there is a lack of reporting on the views of people with MS and clinicians on VR-based approaches and recommendations for games for rehabilitation. OBJECTIVE: This study aims to identify common UL problems and their related current therapeutic approaches for people with MS, and to explore the opinions of people with MS and specialist clinicians on VR and obtain suggestions for the development and design of VR games. METHODS: Separate focus groups were conducted with people with MS, recruited through the MS Society UK's research network, and clinicians, recruited through the MS Trust Therapists in MS network. A total of 10 people with MS (2 focus groups) and 8 clinicians (5 physiotherapists, 2 occupational therapists, and 1 MS nurse in 2 focus groups) were involved. The focus groups were recorded and transcriptions were analyzed using theme-based content analysis. RESULTS: People with MS commonly reported that their UL problems interfered with activities of daily living and resulted in the loss of meaningful hobbies such as writing. Many people with MS neglected UL exercise and found strategies for adapting to the UL impairments. Similarly, clinicians stated UL rehabilitation was neglected within their service and that it was challenging to find interesting treatment strategies. VR was suggested by both participant groups as a solution, as it was convenient for people with MS to access and it could provide a more engaging and disguised approach to exercise. There were shared concerns with cybersickness and disengagement with using VR approaches. Both groups agreed games should be meaningful and adaptable for users but suggested different VR activities, with clinicians suggesting games directly reflecting activities of daily living and people with MS suggesting more abstract activities. CONCLUSIONS: VR was well received by both people with MS and clinicians for UL rehabilitation. Recommendations were made for the development of VR rehabilitation games which are personalized and customizable for the varying abilities of people with MS.

2.
J Vis Commun Med ; 46(3): 122-132, 2023 Jul.
Article in English | MEDLINE | ID: mdl-37526402

ABSTRACT

Due to the COVID-19 pandemic the virus responsible, SARS-CoV-2, became a source of intense interest for non-expert audiences. The viral spike protein gained particular public interest as the main target for protective immune responses, including those elicited by vaccines. The rapid evolution of SARS-CoV-2 resulted in variations in the spike that enhanced transmissibility or weakened vaccine protection. This created new variants of concern (VOCs). The emergence of VOCs was studied using viral sequence data which was shared through portals such as the online Mutation Explorer of the COVID-19 Genomics UK consortium (COG-UK/ME). This was designed for an expert audience, but the information it contained could be of general interest if suitably communicated. Visualisations, interactivity and animation can improve engagement and understanding of molecular biology topics, and so we developed a graphical educational resource, the SARS-CoV-2 Spike Protein Mutation Explorer (SSPME), which used interactive 3D molecular models and animations to explain the molecular biology underpinning VOCs. User testing showed that the SSPME had better usability and improved participant knowledge confidence and knowledge acquisition compared to COG-UK/ME. This demonstrates how interactive visualisations can be used for effective molecular biology communication, as well as improving the public understanding of SARS-CoV-2 VOCs.


Subject(s)
COVID-19 , SARS-CoV-2 , Humans , SARS-CoV-2/genetics , Spike Glycoprotein, Coronavirus/genetics , Pandemics , Mutation
3.
Adv Exp Med Biol ; 1388: 129-152, 2022.
Article in English | MEDLINE | ID: mdl-36104619

ABSTRACT

Since the COVID-19 pandemic started in 2019, the virus responsible for the outbreak-SARS-CoV-2-has continued to evolve. Mutations of the virus' spike protein, the main protein driving infectivity and transmissibility, are especially concerning as they may allow the virus to improve its infectivity, transmissibility, and ability to evade the immune system. Understanding how specific molecular changes can alter the behaviour of a virus is challenging for non-experts, but this information helps us to understand the pandemic we are living through and the public health measures and interventions needed to bring it under control. In response to communication challenges arising from the COVID-19 pandemic, we recently developed an online educational application to explain the molecular biology of SARS-CoV-2 spike protein mutations to the general public. We used visualisation techniques such as 3D modelling and animation, which have been shown to be highly effective teaching tools in molecular biology, allowing the viewer to better understand protein structure, function, and dynamics. We also included interactive elements for users to learn actively by engaging with the digital content, and consequently improve information retention.This chapter presents the methodological and technological framework which we used to create this resource, the 'SARS-CoV-2 Spike Protein Mutation Explorer' (SSPME). It explains how molecular visualisation and 3D modelling software were used to develop accurate models of relevant proteins; how 3D animation software was used to accurately visualise the dynamic molecular processes of SARS-CoV-2 infection, transmission, and antibody evasion; and how game development software was used to compile the 3D models and animations into a comprehensive, informative interactive application on SARS-CoV-2 spike protein mutations. This chapter indicates how cutting-edge visualisation techniques and technologies can be used to improve science communication about complex topics in molecular biology and infection biology to the general public, something that is critical to gaining control of the continuing COVID-19 pandemic.


Subject(s)
COVID-19 , Spike Glycoprotein, Coronavirus , COVID-19/epidemiology , COVID-19/genetics , Humans , Molecular Biology , Mutation , Pandemics , SARS-CoV-2/genetics , Spike Glycoprotein, Coronavirus/genetics , Spike Glycoprotein, Coronavirus/metabolism
4.
J Vis Commun Med ; 45(3): 160-168, 2022 Jul.
Article in English | MEDLINE | ID: mdl-35227138

ABSTRACT

Abdominal Aortic Aneurysms (AAA) are asymptomatic with advanced age and male sex being risk factors. Due to their significant mortality rate, the NHS AAA Screening programme was introduced in 2012. However, this is not as well-supported compared to other programmes. When it comes to AAA and its screening, health information is also available from different sources potentially leading to confusion. Based on this, our aim was to develop a prototype mobile application on AAA and its screening, centralising all key information, for the general public. Another aim was to assess the app's usability and impact (i.e. users' perceptions about screening attendance and knowledge of AAA). 24 participants completed a pre-app questionnaire followed by app testing and a post-app questionnaire. Ethical approval was granted from the Glasgow School of Art. 75% of participants had never heard of AAA and 92% had never heard of its screening. After app use, the participants' AAA knowledge significantly increased (Z = -4.318, p < 0.001). App use and opinion of screening attendance were also statistically associated (X1[1, n = 24] = 6.857, p < 0.05). The app's usability was rated positively in the USE questionnaire. Research is needed on public health apps regarding their impact on screening uptake and public knowledge.


Subject(s)
Aortic Aneurysm, Abdominal , Mobile Applications , Aortic Aneurysm, Abdominal/diagnosis , Aortic Aneurysm, Abdominal/prevention & control , Humans , Male , Public Health , State Medicine , United Kingdom
5.
Adv Exp Med Biol ; 1356: 1-29, 2022.
Article in English | MEDLINE | ID: mdl-35146615

ABSTRACT

Three-Dimensional (3D) medical animations incorporated into applications are highly beneficial for clinical outreach and medical communication purposes that work towards educating the clinician and patient. Aortic aneurysms are a clinically important area to communicate with multiple audiences about various treatment options; both abdominal and thoracic aortic aneurysms were selected to create 3D animations and applications to educate medical professionals and patients regarding treatment options. Fenestrated endovascular aortic repair (FEVAR) and thoracic endovascular aortic repair (TEVAR) are both tried and tested minimally invasive surgical methods for treating thoracic aortic aneurysms respectively. The Terumo Aortic Custom Relay Proximal Scalloped stent graft and Fenestrated Anaconda stent graft were both designed specifically for these procedures; however, it can be difficult to visually communicate to clinicians and patients in a straightforward way how these devices work. Therefore, we have developed two interactive applications that use 3D visualisation techniques to demonstrate how these aortic devices function and are implemented. The objective of these applications is to engage both clinicians and patients, therefore demonstrating that the addition of anatomically accurate 3D visualisations within an interactive interface would have a positive impact on public engagement while also ensuring that clinicians will have the best possible understanding of the potential uses of both devices, enabling them to exploit their key features to effectively broaden the treatable patient population.Detailed anatomical modelling and animation was used to generate realistic and accurate rendered videos showcasing both products. These videos were integrated into an interactive application within a modern, professional graphic interface that allowed the user to explore all aspects of the stent device. The resulting applications were broken down into three modules: deployment, clinical performance and features. Following application development, these applications were evaluated by professionals in the field. Overall, positive feedback was received regarding the user-friendly nature of the applications and highly effective animations to showcase the products. The clinical applications and feature modules were particularly successful, while the deployment modules had a neutral response. Biomedical applications such as these show great potential for communicating the key features of medical devices and promoting discussion between clinicians and patients; further testing would need to be conducted on a larger group of participants in order to validate the learning effectiveness of the applications.


Subject(s)
Aortic Aneurysm, Thoracic , Endovascular Procedures , Aortic Aneurysm, Thoracic/diagnostic imaging , Aortic Aneurysm, Thoracic/surgery , Blood Vessel Prosthesis , Humans , Prosthesis Design , Stents , Treatment Outcome
6.
Adv Exp Med Biol ; 1356: 73-93, 2022.
Article in English | MEDLINE | ID: mdl-35146618

ABSTRACT

Multiple sclerosis (MS) is a debilitating disease which gradually reduces motor function and mobility. Virtual reality (VR) has been successfully utilised in support of existing therapeutic approaches for many different conditions, and new innovative and experimental features could be the future of VR rehabilitation. The Quest is a new headset by Oculus, with its built-in tracking, relatively low cost, portability and lack of reliance on expensive processing heavy PCs to power it, and could be an ideal system to facilitate at-home or clinic-based upper limb rehabilitation. A hand-tracking-based rehabilitation game aimed at people with MS was developed for Oculus Quest using Unity. Two distinct games were made to replicate different types of hand exercises, piano playing for isolated finger flexion and maze tracking for coordination and arm flexion. This pilot study assesses the value of such approach along with evaluating intrinsic and extrinsic methods of providing feedback, namely, positive scoring, negative scoring and audio response. One physiotherapist and two individuals with MS were surveyed. Participant response was positive although small sample size impacts the user testing validity of the results. Future research is recommended to build off the data gathered as a pilot study and increase sample size to collect richer feedback.


Subject(s)
Multiple Sclerosis , Stroke Rehabilitation , Virtual Reality , Humans , Pilot Projects , Upper Extremity
8.
Adv Exp Med Biol ; 1334: 55-79, 2021.
Article in English | MEDLINE | ID: mdl-34476745

ABSTRACT

With a rise in personal protective equipment (PPE) use by all healthcare professionals (HCP) as a prime infection control strategy in the wake of the COVID-19 pandemic comes the potential increase in its misuse. Evidence suggests this failure to follow proper PPE protocol to prevent self-contamination and transmission can be attributed to both a lack of formal training and guidance and, now, atrophy of infrequently used skills, with many senior professionals demonstrating a lack of proficiency despite years of service. Previous research shows current written and illustrated instructional material depicting PPE guidelines are abundant but does not provide an answer on how best to target violations in protocol and better instruct those that are providing pre-hospital emergency healthcare.In this chapter, we aim to address the gap in paramedic-specific research into PPE protocol and provide an educational, digital tool to work alongside the current guidelines, potentially exploring the cognitive load theory as a design strategy. The use of 3D, interactive animations depicting errors in protocol and their potential contamination consequences in a device-based application could engage clinicians in a more effective way, thus increasing protection and decreasing transmission. This chapter describes the methodology behind the design and development of such an application for emergency care providers and provides the relevant materials needed to carry out user testing and evaluation once participants have been recruited.


Subject(s)
COVID-19 , Personal Protective Equipment , Health Personnel , Humans , Pandemics , SARS-CoV-2
9.
Adv Exp Med Biol ; 1334: 113-135, 2021.
Article in English | MEDLINE | ID: mdl-34476747

ABSTRACT

It has been observed through published studies, as well as anecdotally, that medical students struggle with retention of anatomical knowledge. Studies have found that having an established understanding of classical Greek or Latin languages, which underpin medical terminology, can result in higher anatomy test scores by medical students. It has also been established that three-dimensional (3D) visualisation tools can aid in student learning. This chapter will examine the research conducted at the University of Glasgow, which focused on the creation of a mobile application that visualises the etymology of the carpal bones for the purpose of aiding medical students in their learning and retention of knowledge of anatomy. The chapter will first build a body of knowledge by reviewing previous studies in which a carpal bone test was used as a measure of medical students' anatomy knowledge, as well as the relevance of etymology in medicine and its use in the study of anatomy, and the current teaching methods of anatomy, with a focus on how 3D visualisation tools can aid learning. It then outlines a methodological and technical framework to create anatomically accurate 3D models of the carpal bones and develop the final mobile application. It also discusses the methodology used to carry out suitable user testing and collect user feedback. This chapter concludes by discussing the results of user testing, where feedback was analysed to improve the mobile application design for further use in anatomy teaching. Limitations and future outlooks of the study, along with the future of integrating 3D visualisation tools as teaching methods to aid in student learning of anatomy, are also explored.


Subject(s)
Carpal Bones , Students, Medical , Educational Measurement , Humans , Language , Learning
10.
Adv Exp Med Biol ; 1334: 137-155, 2021.
Article in English | MEDLINE | ID: mdl-34476748

ABSTRACT

This study aims to create a mobile application for public interaction around the subject of wolf spiders, specifically the brush-legged wolf spider. The hope is that the public will have a reduced level of fear towards arachnids when given a chance to view arachnids in a digital setting. To assist this, the application employs augmented reality animation, which has been shown to have a positive impact on the viewer's interest and learning. With the opportunity to view a digital spider interacting with surfaces in a repeatable and informative manner, viewers may find that their fears are more understood and can be controlled for both their benefit and that of the local arachnids. In order to accommodate multiple audiences, the application was set up to have a more cartoonish and simpler text as well as a realistic and advanced text. The area of information covered the brush-legged wolf spider's anatomy, mating behaviour, and general safety practices for handling and avoiding wolf spiders. The modelling and animation were created using Zbrush and Blender, respectively. The programming and application creations used were Unity with Android and AR plugins.


Subject(s)
Arachnida , Augmented Reality , Mobile Applications , Spiders , Animals , Fear
11.
Int J Comput Assist Radiol Surg ; 16(6): 955-966, 2021 Jun.
Article in English | MEDLINE | ID: mdl-33856643

ABSTRACT

PURPOSE: Emerging holographic headsets can be used to register patient-specific virtual models obtained from medical scans with the patient's body. Maximising accuracy of the virtual models' inclination angle and position (ideally, ≤ 2° and ≤ 2 mm, respectively, as in currently approved navigation systems) is vital for this application to be useful. This study investigated the accuracy with which a holographic headset registers virtual models with real-world features based on the position and size of image markers. METHODS: HoloLens® and the image-pattern-recognition tool Vuforia Engine™ were used to overlay a 5-cm-radius virtual hexagon on a monitor's surface in a predefined position. The headset's camera detection of an image marker (displayed on the monitor) triggered the rendering of the virtual hexagon on the headset's lenses. 4 × 4, 8 × 8 and 12 × 12 cm image markers displayed at nine different positions were used. In total, the position and dimensions of 114 virtual hexagons were measured on photographs captured by the headset's camera. RESULTS: Some image marker positions and the smallest image marker (4 × 4 cm) led to larger errors in the perceived dimensions of the virtual models than other image marker positions and larger markers (8 × 8 and 12 × 12 cm). ≤ 2° and ≤ 2 mm errors were found in 70.7% and 76% of cases, respectively. CONCLUSION: Errors obtained in a non-negligible percentage of cases are not acceptable for certain surgical tasks (e.g. the identification of correct trajectories of surgical instruments). Achieving sufficient accuracy with image marker sizes that meet surgical needs and regardless of image marker position remains a challenge.


Subject(s)
Imaging, Three-Dimensional/methods , Surgery, Computer-Assisted/methods , Humans , Reproducibility of Results
13.
Mult Scler Relat Disord ; 47: 102610, 2021 Jan.
Article in English | MEDLINE | ID: mdl-33212400

ABSTRACT

BACKGROUND: Research on Virtual Reality (VR) based motor rehabilitation for people with multiple sclerosis (MS) is rapidly growing in popularity, although few studies have focused on the upper limb (UL). The aims of this review were to investigate the effect of VR interventions on UL function in people with MS and determine if the type of VR intervention influences intervention effect. METHOD: Five databases (IEEE Xplore, MEDLINE, ProQuest Central (Health & Medical Collection), Science Direct and Web of Science Core Collection) were searched using keywords that relating to MS, VR and UL. RESULTS: Ten articles were included, six randomised controlled trials, three cohort studies and one pilot observational study. Both commercial and custom VR technologies were used in interventions, along with combination approaches using robotics, electrical stimulation and occupational therapy. Using the Nine Hole Peg Test, two studies found significant improvements within groups, one found that VR was more effective than another gaming approach. Significant improvements in other UL measures were in the Fugl-Meyer Assessment for the proximal arm; handgrip; perceived strength; Jebsen-Taylor Hand Function Test; Wolf Motor Function Test; active range of motion and trajectory measures after VR intervention. There were conflicting results regarding if VR was more effective than conventional approaches. CONCLUSION: There is therefore some evidence that VR is effective in improving motor function in the UL, however, there is no clear consensus on which VR based approaches are the most effective, or the optimum intervention duration and intensity. Moreover, as many of the studies had non-immersive approaches it is hard to determine how effective immersion based approaches maybe in such specific context.


Subject(s)
Multiple Sclerosis , Stroke Rehabilitation , Virtual Reality , Hand Strength , Humans , Observational Studies as Topic , Upper Extremity
14.
Adv Exp Med Biol ; 1260: 175-195, 2020.
Article in English | MEDLINE | ID: mdl-33211313

ABSTRACT

Augmented Reality (AR) applied to surgical guidance is gaining relevance in clinical practice. AR-based image overlay surgery (i.e. the accurate overlay of patient-specific virtual images onto the body surface) helps surgeons to transfer image data produced during the planning of the surgery (e.g. the correct resection margins of tissue flaps) to the operating room, thus increasing accuracy and reducing surgery times. We systematically reviewed 76 studies published between 2004 and August 2018 to explore which existing tracking and registration methods and technologies allow healthcare professionals and researchers to develop and implement these systems in-house. Most studies used non-invasive markers to automatically track a patient's position, as well as customised algorithms, tracking libraries or software development kits (SDKs) to compute the registration between patient-specific 3D models and the patient's body surface. Few studies combined the use of holographic headsets, SDKs and user-friendly game engines, and described portable and wearable systems that combine tracking, registration, hands-free navigation and direct visibility of the surgical site. Most accuracy tests included a low number of subjects and/or measurements and did not normally explore how these systems affect surgery times and success rates. We highlight the need for more procedure-specific experiments with a sufficient number of subjects and measurements and including data about surgical outcomes and patients' recovery. Validation of systems combining the use of holographic headsets, SDKs and game engines is especially interesting as this approach facilitates an easy development of mobile AR applications and thus the implementation of AR-based image overlay surgery in clinical practice.


Subject(s)
Augmented Reality , Surgery, Computer-Assisted , Algorithms , Humans , Imaging, Three-Dimensional , Software
15.
Adv Exp Med Biol ; 1262: 19-38, 2020.
Article in English | MEDLINE | ID: mdl-32613578

ABSTRACT

Embryology and histology are subjects that are viewed as particularly challenging by students in higher education. This negative perception is the result of many factors such as restricted access to lab facilities, lack of allocated time to these labs, and the complexity of the subject itself. One main factor that influences this viewpoint is the difficulty of grasping 3D orientation of sectioned tissues, especially regarding embryology. Attempts have been made previously to create alternative teaching methods to help alleviate these issues, but few have explored 3D visualisation. We aimed to address these issues by creating 3D embryological reconstructions from serial histology sections of a sheep embryo. These were deployed in a mobile application that allowed the user to explore the original sections in sequence, alongside the counterpart 3D model. The application was tested against a currently available eHistology programme on a cohort of life sciences graduates (n = 14) through qualitative surveys and quantitative testing through labelling and orientation-based tests. The results suggest that using a 3D modality such as the one described here significantly improves student comprehension of orientation of slides compared to current methods (p = 0.042). Furthermore, the developed application was deemed more interesting, useful, and usable than current eHistology tools (p < 0.05). Modalities such as that developed here could therefore provide a more effective approach to learning these challenging subjects potentially increasing student engagement with embryology and histology.


Subject(s)
Comprehension , Computer-Assisted Instruction , Embryo, Mammalian , Embryology , Animals , Computer-Assisted Instruction/methods , Computer-Assisted Instruction/standards , Embryology/education , Histological Techniques , Humans , Imaging, Three-Dimensional , Learning , Sheep
16.
Adv Exp Med Biol ; 1262: 59-94, 2020.
Article in English | MEDLINE | ID: mdl-32613580

ABSTRACT

Smoking is a harmful habit, causing a range of severe consequences which could lead to premature death. This habit is still prevalent amongst young people. In order to protect children, effective early interventions supported by public instances need to be set in place. Raising awareness and educating the youth is crucial to change their mindset about the severity of smoking. Emerging technologies, such as augmented reality (AR) on mobile devices, have been shown to be useful in providing engaging experiences and educating children about a range of issues, including health and anatomy. This chapter presents a research which explores the use of AR as an exciting and engaging medium to effectively help educating children from 5 to 13 years about the effects of smoking. A mobile application, called SmokAR, was developed. This app includes AR visualization amongst other functionalities, whereby children are presented a realistic model of the human lungs of a healthy person and of a smoker. The aim of this research is to propose a transformative experience in order to put children off this dangerous habit whilst they gain knowledge about the effect of smoking on their organs. The anatomical accuracy of the 3D models and animations proposed by the app has been verified by an expert anatomist. A group of children (n = 17) also took part in usability and knowledge acquisition testing at the Glasgow Science Centre. Findings showed a significant high usability suggesting a user-friendly app design. Moreover, results also suggested that participants gained knowledge to a certain extent and felt discouraged from smoking after seeing the model of the smoker's lungs. Although there were several limitations to the study, the potential of the app to support learning and raising awareness is encouragingly positive. In addition, user testing in a more controlled environment, such as a classroom, can help gain further insights into the effectiveness and usability of the app. In the future, this simple but engaging approach to raise public awareness and support education could be used to further communicate with children about negative health effects of other harmful habits such as alcohol or drug consumption.


Subject(s)
Augmented Reality , Clothing , Mobile Applications , Smoking Prevention , Adolescent , Child , Child, Preschool , Humans , Learning , Mobile Applications/standards , Smoking Prevention/methods , Smoking Prevention/standards
17.
Adv Exp Med Biol ; 1262: 95-114, 2020.
Article in English | MEDLINE | ID: mdl-32613581

ABSTRACT

Multiple sclerosis (MS) is an autoimmune disorder caused by damage to the myelin that protects nerve fibres, resulting in demyelinated lesions and causing various symptoms, one of which is muscle weakness. Physical rehabilitation is an integral part of managing MS, as well as its symptoms, and over time, the forms of implementing rehabilitation have changed according to novel technologies. Virtual reality (VR) has already been successfully applied to many fields of life sciences. VR can recreate engaging virtual environments for the specific purpose of physical rehabilitation that one can experience from the home environment. As a proof of concept, three games were developed for multiple sclerosis (MS) through the ground-breaking game engine Unity: a Piano game, a Recycle game and a Tidy Up game. The Piano game had three levels, starting from learning simple keys and ending with small well-known songs, in order to gradually challenge the user as they progress through their rehabilitation. The Recycle game focused on entertainment; it was playful providing a simpler but engaging and fun experience that used items that are seen in everyday life. In addition, a scoring system was implemented in order to motivate the user. Finally, the Tidy Up game had three different levels giving the user goals to work towards; at each level, the time available to complete the game became shorter giving the user less time to tidy up the table. These games were presented to individuals with MS, who had never used VR. Feedback was collected in order to assess the usability and the perceived sense of presence generated by the proposed approach. The testing also aimed to better understand rehabilitation techniques including factors affecting motivation. The games for rehabilitation were warmly received, and feedback was positive regarding both the usability of the system and the perceived sense of presence within digital environments. Although the tested sample size limits were small, a limitation of the validity of the results, these initial findings suggest VR must be beneficial in MS physical rehabilitation of the upper limb although larger, more formal evaluation is required.


Subject(s)
Multiple Sclerosis , Telerehabilitation , Video Games , Virtual Reality , Humans , Motivation , Multiple Sclerosis/rehabilitation , Telerehabilitation/standards , Upper Extremity , Video Games/standards
18.
Adv Exp Med Biol ; 1262: 115-147, 2020.
Article in English | MEDLINE | ID: mdl-32613582

ABSTRACT

Arthritis is one of the most common disease states worldwide but is still publicly misunderstood and lacks engaging public awareness materials. Within the UK, the most prevalent types of arthritis are osteoarthritis (OA) and rheumatoid arthritis (RA). The two are commonly mistaken as the same disease but, in fact, have very different pathogenesis, symptoms and treatments. This chapter describes a study which aimed to assess whether an augmented reality (AR) application could be used to raise awareness about the difference between OA and RA.An application was created for Android tablets that included labelled 3D models, animations and AR scenes triggered from a poster. In total 11 adult participants tested the application taking part in a pretest and posttest which aim to measure the usability of the application and the acquisition of knowledge on OA and RA. A T-test was performed to assess the effectiveness of the application from the pretest and posttest questionnaire outcomes. Overall results were encouraging reporting a very significant acquisition of knowledge and a highly satisfactory user experience.


Subject(s)
Arthritis, Rheumatoid , Augmented Reality , Health Education , Osteoarthritis , Adult , Arthritis, Rheumatoid/pathology , Health Education/methods , Health Education/standards , Humans , Mobile Applications/standards , Osteoarthritis/pathology , Surveys and Questionnaires , United Kingdom
19.
Adv Exp Med Biol ; 1262: 149-181, 2020.
Article in English | MEDLINE | ID: mdl-32613583

ABSTRACT

Rheumatic and musculoskeletal diseases are a group of devastating autoimmune disorders that all share a common debilitating symptom fatigue. Fatigue is not widely understood and is often underrepresented in treatment regimes. Fatigue is the least successfully managed symptom of these conditions; however, it can often be the one of the greatest impairments.Augmented reality (AR) enhances a person's reality showing a hybrid environment where real and virtual objects coexist. Currently educational AR applications are saturating the application market, as they have shown great potential for increasing comprehension and understanding of complex concepts. AR expands user engagement by enhancing the learner's enjoyment and enriching their learning environment.This research explores the development and subsequent effect of an AR application on education around fatigue and basic neuroanatomy within the general population. The application was created using medical scan dataset, a variety of 3D modelling software and a game engine to create a functional and interactive augmented application. The application explores the effects of fatigue on a person's daily life while also laying a foundation of basic neuroanatomy. A pilot test conducted on 14 participants (8 males, 5 females and 1 other), with ages ranged 16-64 (4 form range 16 to 24, 5 from range 25 to 34, 1 from range 35 to 44, 3 from range 45 to 54, 1 from 55 to 64), shows the application is highly usable, increases understanding of basic neuroanatomical concepts and has the potential to improve understanding of fatigue. Nonetheless, further development and testing of the application are imperative so that we can gain a better understanding of the usability of the application with wider audiences. Future developments will aim to further aid knowledge acquisition and enhance understanding of fatigue, a complex and widely misunderstood concept.


Subject(s)
Brain , Fatigue , Neuroanatomy , Software , Adolescent , Adult , Brain/physiology , Comprehension , Fatigue/pathology , Female , Humans , Learning , Male , Middle Aged , Neuroanatomy/education , Software/standards , Video Games/standards , Young Adult
20.
Adv Exp Med Biol ; 1262: 183-202, 2020.
Article in English | MEDLINE | ID: mdl-32613584

ABSTRACT

This chapter presents a methodological framework which could be used to produce accurate anatomical 3D models and animations of the developing skull, with a focus on the temporal bone. Initial modelling is based on information from core texts and visual references, before optimising these models for use in interactive real-time applications. A series of 3D modelling and animation workflows typically used in computer games and animation industry were tested and compared. Workflows most suitable for the production of a 3D visualisation of the developing temporal bone were documented in detail and used to produce the final 3D models. 3D models of the developing temporal bone were then implemented in an interactive mobile application, which allowed users to explore the 3D models on their Android mobile device and use augmented reality to enhance real-world information. Results of tests conducted in this research suggest that 3D modelling workflows which mimic the processes occurring during development of the temporal bone are most suitable for producing realistic 3D models. Animation workflows tested in this research have all shown potential to produce morphing animations of the developing temporal bone. The significant time required to create deformation setups and animations themselves however suggests that using scripting to automate these workflows would increase their usability in projects with a limited timeframe.


Subject(s)
Bone Development , Models, Anatomic , Osteology , Temporal Bone , Humans , Imaging, Three-Dimensional , Mobile Applications/standards , Osteology/education , Teaching Materials/standards , Temporal Bone/growth & development
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