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Augmented reality (AR) is a technological tool that superimposes two-dimensional virtual images onto three-dimensional real-world scenarios through the integration of neuronavigation and a surgical microscope. The aim of this study was to demonstrate our initial experience with AR and to assess its application in oncological neurosurgery. This is a case series with 31 patients who underwent surgery at Santa Casa BH for the treatment of intracranial tumors in the period from March 4, 2022, to July 14, 2023. The application of AR was evaluated in each case through three parameters: whether the virtual images auxiliated in the incision and craniotomy and whether the virtual images aided in intraoperative microsurgery decisions. Of the 31 patients, 5 patients developed new neurological deficits postoperatively. One patient died, with a mortality rate of 3.0%. Complete tumor resection was achieved in 22 patients, and partial resection was achieved in 6 patients. In all patients, AR was used to guide the incision and craniotomy in each case, leading to improved and precise surgical approaches. As intraoperative microsurgery guidance, it proved to be useful in 29 cases. The application of AR seems to enhance surgical safety for both the patient and the surgeon. It allows a more refined immediate operative planning, from head positioning to skin incision and craniotomy. Additionally, it helps decision-making in the intraoperative microsurgery phase with a potentially positive impact on surgical outcomes.
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BACKGROUND: Navigated augmented reality (AR) through a head-mounted display (HMD) has led to accurate glenoid component placement in reverse shoulder arthroplasty (RSA) in an in-vitro setting. The purpose of this study is to evaluate the deviation between planned, intraoperative, and postoperative inclination, retroversion, entry point, and depth of the glenoid component placement during RSA, assisted by navigated AR through an HMD, in a surgical setting. METHODS: A prospective, multicenter study was conducted. All consecutive patients undergoing RSA in 2 institutions, between August 2021 and January 2023, were considered potentially eligible for inclusion in the study. Inclusion criteria were as follows: age >18 years, surgery assisted by AR through an HMD, and postoperative computed tomography (CT) scans at 6 weeks. All participants agreed to participate in the study and informed consent was provided in all cases. Preoperative CT scans were undertaken for all cases and used for 3-dimensional (3D) planning. Intraoperatively, glenoid preparation and component placement were assisted by a navigated AR system through an HMD in all patients. Intraoperative parameters were recorded by the system. A postoperative CT scan was undertaken at 6 weeks, and 3D reconstruction was performed to obtain postoperative parameters. The deviation between planned, intraoperative, and postoperative inclination, retroversion, entry point, and depth of the glenoid component placement was calculated. Outliers were defined as >5° for inclination and retroversion and >5 mm for entry point. RESULTS: Seventeen patients (9 females, 12 right shoulders) with a mean age of 72.8 ± 9.1 years (range, 47.0-82.0) met inclusion criteria. The mean deviation between intra- and postoperative measurements was 1.5° ± 1.0° (range, 0.0°-3.0°) for inclination, 2.8° ± 1.5° (range, 1.0°-4.5°) for retroversion, 1.8 ± 1.0 mm (range, 0.7-3.0 mm) for entry point, and 1.9 ± 1.9 mm (range, 0.0-4.5 mm) for depth. The mean deviation between planned and postoperative values was 2.5° ± 3.2° (range, 0.0°-11.0°) for inclination, 3.4° ± 4.6° (range, 0.0°-18.0°) for retroversion, 2.0 ± 2.5 mm (range, 0.0°-9.7°) for entry point, and 1.3 ± 1.6 mm (range, 1.3-4.5 mm) for depth. There were no outliers between intra- and postoperative values and there were 3 outliers between planned and postoperative values. The mean time (minutes : seconds) for the tracker unit placement and the scapula registration was 03:02 (range, 01:48 to 04:26) and 08:16 (range, 02:09 to 17:58), respectively. CONCLUSION: The use of a navigated AR system through an HMD in RSA led to low deviations between planned, intraoperative, and postoperative parameters for glenoid component placement.
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In recent decades, technological advancements have transformed the industry, highlighting the efficiency of automation and safety. The integration of augmented reality (AR) and gesture recognition has emerged as an innovative approach to create interactive environments for industrial equipment. Gesture recognition enhances AR applications by allowing intuitive interactions. This study presents a web-based architecture for the integration of AR and gesture recognition, designed to interact with industrial equipment. Emphasizing hardware-agnostic compatibility, the proposed structure offers an intuitive interaction with equipment control systems through natural gestures. Experimental validation, conducted using Google Glass, demonstrated the practical viability and potential of this approach in industrial operations. The development focused on optimizing the system's software and implementing techniques such as normalization, clamping, conversion, and filtering to achieve accurate and reliable gesture recognition under different usage conditions. The proposed approach promotes safer and more efficient industrial operations, contributing to research in AR and gesture recognition. Future work will include improving the gesture recognition accuracy, exploring alternative gestures, and expanding the platform integration to improve the user experience.
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Realidade Aumentada , Gestos , Humanos , Indústrias , Software , Reconhecimento Automatizado de Padrão/métodos , Interface Usuário-ComputadorRESUMO
Objective: This umbrella review aims to ascertain the extent to which immersive Virtual Reality (VR) and Augmented Reality (AR) technologies improve specific competencies in healthcare professionals within medical education and training, in contrast to traditional educational methods or no intervention. Methods: Adhering to PRISMA guidelines and the PICOS approach, a systematic literature search was conducted across major databases to identify studies examining the use of VR and AR in medical education. Eligible studies were screened and categorized based on the PICOS criteria. Descriptive statistics and chi-square tests were employed to analyze the data, supplemented by the Fisher test for small sample sizes or specific conditions. Analysis: The analysis involved cross-tabulating the stages of work (Development and Testing, Results, Evaluated) and variables of interest (Performance, Engagement, Performance and Engagement, Effectiveness, no evaluated) against the types of technologies used. Chi-square tests assessed the associations between these categorical variables. Results: A total of 28 studies were included, with the majority reporting increased or positive effects from the use of immersive technologies. VR was the most frequently studied technology, particularly in the "Performance" and "Results" stages. The chi-square analysis, with a Pearson value close to significance (p = 0.052), suggested a non-significant trend toward the association of VR with improved outcomes. Conclusions: The results indicate that VR is a prevalent tool in the research landscape of medical education technologies, with a positive trend toward enhancing educational outcomes. However, the statistical analysis did not reveal a significant association, suggesting the need for further research with larger sample sizes. This review underscores the potential of immersive technologies to enhance medical training yet calls for more rigorous studies to establish definitive evidence of their efficacy.
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La Organización Mundial de la Salud define la salud digital como la incorporación de tecnologías de información y comunicación para mejorar la salud. En los últimos años, se vio una fuerte aceleración en la adopción de estas herramientas digitales, lo que impactó de lleno en los modelos asistenciales tradicionales. Actualmente, estamos observando el surgimiento de un gran entorno virtual inmersivo llamado metaverso. Su aparición genera nuevas y desafiantes oportunidades en la salud. En este artículo se exploran algunos conceptos relacionados con este campo, se dan ejemplos concretos de su aplicación en pediatría, se mencionan algunas experiencias en el ámbito hospitalario para finalmente adentrarse en los desafíos y oportunidades que emergen.
The World Health Organization has defined "digital health" as the use of information and communication technologies to improve health. In recent years, there has been a strong acceleration in the adoption of these digital tools, which has had a major impact on traditional healthcare models. We are currently witnessing the emergence of a large immersive virtual environment called the "metaverse." Its emergence creates new and challenging opportunities in health care. This article explores some metaverse-related concepts, provides specific examples of its use in pediatrics, describes experiences in the hospital setting, and finally delves into the resulting challenges and opportunities.
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Humanos , Telemedicina , Comunicação , Tecnologia da Informação , Instalações de Saúde , HospitaisRESUMO
Designing Augmented Reality (AR) throughout service experiences remains under studied in several industries, despite the fact of growing consumer interest and use through different platforms and applications globally. Consequently, there is growing interest in understanding the what, the why and the how for designing AR applications in practice to boost ecotourism experiences, with the purpose of enhancing customer value creation and organizations differentiation. Consequently, the authors conducted an eleven-month practical theoretical study in 10 ecotourism SMEs purposefully recruited in Latin America, adopting service design as a main research framework. Using interviews, contextual analyses, buyer personas, observation, storytelling creation sessions, prototyping sessions and accompaniment sessions as research methods, researchers studied, (1) what were the key facilitators and hinderers for designing AR in practice at the SMEs ecotourism context following a service design lens and, (2) how the inherent principles of service design influence ecotourism SME's for the strategically adoption of AR in their service experiences. The study suggests key elements that can facilitate or hinder designing AR at ecotourism SME's Experiences in practice. Furthermore, the authors suggest a practical protocol for designing AR for ecotourism SMEs from the lens of service design (SD), User Experience (UX), and Augmented Reality (AR). Finally, the study also contributes to shade light on the marketing role and potential adoption of Augmented Reality (AR) in practice in SME's through a service design lens.
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The World Health Organization has defined "digital health" as the use of information and communication technologies to improve health. In recent years, there has been a strong acceleration in the adoption of these digital tools, which has had a major impact on traditional healthcare models. We are currently witnessing the emergence of a large immersive virtual environment called the "metaverse." Its emergence creates new and challenging opportunities in health care. This article explores some metaverse-related concepts, provides specific examples of its use in pediatrics, describes experiences in the hospital setting, and finally delves into the resulting challenges and opportunities.
La Organización Mundial de la Salud define la salud digital como la incorporación de tecnologías de información y comunicación para mejorar la salud. En los últimos años, se vio una fuerte aceleración en la adopción de estas herramientas digitales, lo que impactó de lleno en los modelos asistenciales tradicionales. Actualmente, estamos observando el surgimiento de un gran entorno virtual inmersivo llamado metaverso. Su aparición genera nuevas y desafiantes oportunidades en la salud. En este artículo se exploran algunos conceptos relacionados con este campo, se dan ejemplos concretos de su aplicación en pediatría, se mencionan algunas experiencias en el ámbito hospitalario para finalmente adentrarse en los desafíos y oportunidades que emergen.
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Comunicação , Saúde Digital , Humanos , Criança , Instalações de Saúde , Hospitais , Tecnologia da InformaçãoRESUMO
Objetivo: Determinar o uso de tecnologias baseadas em realidade virtual ou realidade aumentada na área da saúde para a população em geral. Material e Método: Revisão integrativa realizada nas bases de dados MEDLINE/PubMed, CINAHL, LILACS, Web of Science e Scopus. Foram incluídos artigos completos, sem recorte temporal, em português, inglês e espanhol que respondessem à questão norteadora. Resultados: Foram incluídos 65 estudos. As principais finalidades do uso de tecnologias baseadas em realidade virtual ou realidade aumentada foram: alívio da dor, da ansiedade e do medo; educacional (simulação e orientação); reabilitação e neurorreabilitação; promoção da saúde mental/ bem-estar psicológico; auxílio em procedimentos e apoio ao planejamento/cirurgia pré-operatória. Conclusão: Destacamos o amplo uso dessas tecnologias na área da saúde e como elas têm se mostrado benéficas em diferentes contextos clínicos, favorecendo a promoção, a prevenção e a reabilitação da saúde da população.
Objective: To determine the use of technologies based on virtual reality or augmented reality in the area of health for the general population. Material and Method: Integrative review conducted in MEDLINE/ PubMed, CINAHL, LILACS, Web of Science and Scopus databases. Full articles were included, without time frame, in Portuguese, English and Spanish that answered the guiding question. Results: 65 studies were included. The main purposes of the use of virtual reality or augmented reality-based technologies were: pain, anxiety and fear relief; educational (simulation and guidance); rehabilitation and neurorehabilitation; promoting mental health/psychological well-being; assisting in procedures and supporting preoperative planning/surgery. Conclusion: We highlight the wide use of these technologies in the health area and how beneficial they have proven to be in different clinical contexts, favoring the promotion, prevention and rehabilitation of the population's health.
Objetivo: Determinar el uso de tecnologías basadas en realidad virtual o realidad aumentada en el área de la salud para la población general. Material y Método: Revisión integrativa realizada en las bases de datos MEDLINE/PubMed, CINAHL, LILACS, Web of Science y Scopus. Se incluyeron artículos completos, sin marco temporal, en portugués, inglés y español que respondieron a la pregunta orientadora. Resultados: Se incluyeron 65 estudios. Los principales propósitos del uso de tecnologías basadas en realidad virtual o realidad aumentada fueron: alivio del dolor, la ansiedad y el miedo; carácter educativo (simulación y orientación); rehabilitación y neurorrehabilitación; promover la salud mental/bienestar psicológico; ayudar en procedimientos y apoyo a la planificación/cirugía preoperatoria. Conclusión: Se resalta el amplio uso de estas tecnologías en el área de la salud y lo beneficiosas que han demostrado ser en diferentes contextos clínicos, favoreciendo la promoción, prevención y rehabilitación de la salud de la población.
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Augmented reality (AR) integrates computer-generated content and real-world scenarios. Artificial intelligence's continuous development has allowed AR to be integrated into medicine. Neurosurgery has progressively introduced image-guided technologies. Integration of AR into the operating room has permitted a new perception of neurosurgical diseases, not only for neurosurgical planning, patient positioning, and incision design but also for intraoperative maneuvering and identification of critical neurovascular structures and tumor boundaries. Implementing AR, virtual reality, and mixed reality has introduced neurosurgeons into a new era of artificial interfaces. Meningiomas are the most frequent primary benign tumors commonly related to paramount neurovascular structures and bone landmarks. Integration of preoperative 3D reconstructions used for surgical planning into AR can now be inserted into the microsurgical field, injecting information into head-up displays and microscopes with integrated head-up displays, aiming to guide neurosurgeons intraoperatively to prevent potential injuries. This manuscript aims to provide a mini-review of the usage of AR for intracranial meningioma resection.
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Technological tools in education open new learning possibilities. This proposal describes integrating augmented reality and different educational elements to develop engineering competencies, specifically using specialized machinery in the manufacturing laboratory. It is necessary to encourage self-management of learning, where users interact with the devices employing an application that contains significant information about procedures to perform and essential elements to consider when manipulating the machinery. The machines involved include industrial robots, CNC (Computer Numerical Control) lathes and milling machines, and PLCs (Programmable Logic Controls). In a traditional training model, an instructor guides the users in learning how to manipulate the equipment. This proposal intends that the participants use their mobile devices to receive each machine's instruction and the necessary documentation. The participants' learning pace varies. So, the research aimed to reduce the deficit in the disciplinary competencies since, in the traditional methodology, there is no heterogeneity in understanding the contents. We designed a competency development strategy with six laboratory practices, integrating multimedia elements to address the significant learning content of each manufacturing cell device. Each lesson contained information about each device and a practice activity and self-evaluation to ensure learning the content.
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Robotic-assisted orthopedic surgery (RAOS) is revolutionizing the field, offering the potential for increased accuracy and precision and improved patient outcomes. This comprehensive review explores the historical perspective, current robotic systems, advantages and limitations, clinical outcomes, patient satisfaction, future developments, and innovation in RAOS. Based on systematic reviews, meta-analyses, and recent studies, this article highlights the most significant findings and compares RAOS to conventional techniques. As robotic-assisted surgery continues to evolve, clinicians and researchers must stay informed and adapt their practices to provide optimal patient care. Evidence from published studies corroborates these claims, highlighting superior component positioning, decreased incidence of complications, and heightened patient satisfaction. However, challenges such as costs, learning curves, and technical issues must be resolved to fully capitalize on these advantages.
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Procedimentos Ortopédicos , Procedimentos Cirúrgicos Robóticos , Humanos , Procedimentos Cirúrgicos Robóticos/métodos , Previsões , Assistência ao Paciente , Satisfação do PacienteRESUMO
BACKGROUND: Navigated augmented reality (AR) through a head-mounted display (HMD) may lead to accurate glenoid component placement in reverse shoulder arthroplasty (RSA). The purpose of this study is to evaluate the deviation between planned, intra- and postoperative inclination, retroversion, entry point, depth, and rotation of the glenoid component placement assisted by a navigated AR through HMD during RSA. METHODS: Both shoulders of 6 fresh frozen human cadavers, free from fractures or other bony pathologies, were used. Preoperative computed tomography (CT) scans were used for the 3-dimensional (3D) planning. The glenoid component placement was assisted using a navigated AR system through an HMD in all specimens. Intraoperative inclination, retroversion, depth, and rotation were measured by the system. A postoperative CT scan was performed. The pre- and postoperative 3D CT scan reconstructions were superimposed to calculate the deviation between planned and postoperative inclination, retroversion, entry point, depth, and rotation of the glenoid component placement. Additionally, a comparison between intra- and postoperative values was calculated. Outliers were defined as >10° inclination, >10° retroversion, >3 mm entry point. RESULTS: The registration algorithm of the scapulae prior to the procedure was correctly completed for all cases. The deviations between planned and postoperative values were 1.0° ± 0.7° for inclination, 1.8° ± 1.3° for retroversion, 1.1 ± 0.4 mm for entry point, 0.7 ± 0.6 mm for depth, and 1.7° ± 1.6° for rotation. The deviation between intra- and postoperative values were 0.9° ± 0.8° for inclination, 1.2° ± 1.1° for retroversion, 0.6 ± 0.5 mm for depth, and 0.3° ± 0.2° for rotation. There were no outliers between planned and postoperative parameters. CONCLUSION: In this study, the use of a navigated AR system through an HMD for RSA led to low deviation between planned and postoperative values and between intra- and postoperative parameters.
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Artroplastia do Ombro , Realidade Aumentada , Cavidade Glenoide , Articulação do Ombro , Humanos , Articulação do Ombro/diagnóstico por imagem , Articulação do Ombro/cirurgia , Artroplastia do Ombro/métodos , Escápula/cirurgia , Artroplastia , Cavidade Glenoide/cirurgiaRESUMO
BACKGROUND: Ventricular puncture is a common procedure in neurosurgery and the first that resident must learn. Ongoing education is critical to improving patient outcomes. However, training at the expense of potential risk to patients warrants new and safer training methods for residents. METHODS: An augmented reality (AR) simulator for the practice of ventricular punctures was designed. It consists of a navigation system with a virtual 3D projection of the anatomy over a 3D-printed patient model. Forty-eight participants from neurosurgery staff performed two free-hand ventricular punctures before and after a training session. RESULTS: Participants achieved enhanced accuracy in reaching the target at the Monro foramen after practicing with the system. Additional metrics revealed significantly better trajectories after the training. CONCLUSION: The study confirms the feasibility of AR as a training tool. This motivates future work towards standardising new educative methodologies in neurosurgery.
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Realidade Aumentada , Neurocirurgia , Treinamento por Simulação , Humanos , Ventriculostomia/educação , Simulação por Computador , Procedimentos Neurocirúrgicos , Treinamento por Simulação/métodosRESUMO
Pilot training has been, for decades, aided by flight simulators with different characteristics and degrees of fidelity. However, many studies indicate that, despite the recognized contribution of simulator training, actual flying practice is still necessary, depending on the trained task. This work introduces the proposal of using augmented reality for in-flight training, where elements in the environment outside the aircraft are displayed through an augmented reality headset to create a simulation scenario. The training of basic formation flight is used as an example, as it requires flying with at least two aircraft, resulting in high operational costs and risk of collision between aircraft. In this case, the augmented reality system replaces the real leader aircraft with a projection. In order to evaluate the Technology Readiness Level (TRL) of this proposal, this work presents a prototype of an augmented reality system integrated into a flight simulator to conduct an evaluation campaign. We investigate how the introduction of the augmented reality system impacts on human factors, such as stress and workload, as well as performance. Although the results obtained in a simulated environment are not equivalent to those from an in-flight campaign, the experimental campaign performed in the flight simulator provides a way of evaluating the impact on the pilot of some aspects of the proposed solution, such as the performance of occlusion routines and some ergonomic aspects of the augmented reality headset.
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Virtual reality (VR) and augmented reality (AR) programs have proliferated significantly in recent years and they are finding their way into different educational and therapeutic purposes. This systematic review aims at analyzing the virtual reality and augmented reality programs designed to promote the development of social skills in individuals with intellectual disability. Searches were carried out in the Scopus, Science Direct, Springer and Web of Science databases in the period from 2005 to 2020. A total of six articles met the inclusion criteria. A descriptive data analysis was performed. The results show that the clinical profile of the individuals who participated in the interventions is diverse. It can be concluded that there is some scientific evidence that points to the usefulness of VR and AR in the development of intervention programs to improve the social skills of individuals diagnosed with developmental deficits. However, it is necessary to acknowledge methodological limitations such as the lack of control groups, follow-up measures and of generalization of the results.
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Realidade Aumentada , Deficiência Intelectual , Realidade Virtual , Humanos , Habilidades SociaisRESUMO
BACKGROUND: Laparoscopic technical surgical skills (LTS) are considered a fundamental competence for General Surgery residents. Several simulation tools (ST) have been explored to develop LTS. Although a plethora of systematic reviews evaluate the translation of LTS developed in simulation to real surgery, there is a lack of evidence that clarifies effectiveness of different validated ST in acquisition of LTS in surgical residents. The aim of this systematic review (SR) is to summarize published evidence on ST validation used for surgery education and training. METHODS: A protocol was published in PROSPERO. A SR was carried out following PRISMA guidelines. Complete published articles in English or Spanish that validate either content or construct, plus another form of validation of ST to acquire LTS in general surgery were included. Articles that used only one validation or did not validate an ST were excluded. RESULTS: 1052 publications were initially identified across all searched databases. Title review identified 204 studies eligible for full text screening. 10 studies were included for final review. Two studies assessed both face and content, 4 face and construct, and 4 face, content and construct validity. None of the studies presented comparable outcomes due to metrics variation and scores used for the validation strategies. CONCLUSIONS: This study assessed validated laparoscopic simulation models, particularly in content and construct validity. Articles reported an increased use of simulation models in laparoscopic training with positive feedback from trainees, but few studies reported validation of training model. Validation strategies are not standardized, limiting comparability between them.
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Laparoscopia , Treinamento por Simulação , Competência Clínica , Simulação por Computador , Laparoscopia/educaçãoRESUMO
Reverse shoulder arthroplasty (RSA) has become a highly successful treatment option for various shoulder conditions, leading to a significant increase in its utilization since its approval in 2003. However, postoperative complications, including scapular notching, prosthetic instability, and component loosening, remain a concern. These complications can often be attributed to technical errors during component implantation, emphasizing the importance of proper preoperative planning and accurate positioning of prosthetic components. Improper baseplate and glenosphere positioning in RSA have been linked to impingement, reduced range of motion, and increased scapular notching. Additionally, the relationship between component positioning and intrinsic stability of RSA has been established, with glenoid component retroversion exceeding 10° posing a risk to implant stability. Adequate initial glenoid baseplate fixation, achieved through optimal seating and the use of appropriate screws, is crucial for long-term success and prevention of early failure. Factors such as lateralization and distalization also influence outcomes and complications in RSA, yet standardized guidelines for preoperative planning in these parameters are still lacking. Despite the impact of component position on outcomes, glenoid component implantation remains challenging, with position errors being common even among experienced surgeons. Challenges arise due to factors such as deformity, bone defects, limited exposure, and the absence of reliable bony landmarks intraoperatively. With the evolving understanding of RSA biomechanics and the significance of implant configuration and positioning, advancements in preoperative planning and surgical aids have emerged. This review article explores the current evidence on preoperative planning techniques in RSA, including plain radiographs, three-dimensional imaging, computer planning software, intraoperative navigation, and augmented reality (AR), highlighting their potential benefits and advancements in improving implant position accuracy.
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The introduction of Augmented Reality (AR) has attracted several developments, although the people's experience of AR has not been clearly studied or contrasted with the human experience in 2D and 3D environments. Here, the directional task was applied in 2D, 3D, and AR using simplified stimulus in video games to determine whether there is a difference in human answer reaction time prediction using context stimulus. Testing of the directional task adapted was also done. Research question: Are the main differences between 2D, 3D, and AR able to be predicted using Markov chains? Methods: A computer was fitted with a digital acquisition card in order to record, test and validate the reaction time (RT) of participants attached to the arranged RT for the theory of Markov chain probability. A Markov chain analysis was performed on the participants' data. Subsequently, the way certain factors influenced participants RT amongst the three tasks time on the accuracy of the participants was sought in the three tasks (environments) were statistically tested using ANOVA. Results: Markov chains of order 1 and 2 successfully reproduced the average reaction time by participants in 3D and AR tasks, having only 2D tasks with the variance predicted with the current state. Moreover, a clear explanation of delayed RT in every environment was done. Mood and coffee did not show significant differences in RTs on a simplified videogame. Gender differences were found in 3D, where endogenous directional goals are in 3D, but no gender differences appeared in AR where exogenous AR buttons can explain the larger RT that compensate for the gender difference. Our results suggest that unconscious preparation of selective choices is not restricted to current motor preparation. Instead, decisions in different environments and gender evolve from the dynamics of preceding cognitive activity can fit and improve neurocomputational models.
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The construction industry has high accident rates. The sector is exploring various tools to improve safety management, training, and awareness to achieve zero accidents. This work focuses on extended reality (XR), which encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies. Several authors have developed training experiences for construction safety in XR environments with positive conclusions about their effectiveness. However, there is no standardization regarding the evaluation methods used in the sector, and many experiences do not use any method. This lack is critical, as whenever the aim is to evaluate the degree of awareness of security issues, the implementation of evaluation systems is indispensable to make known the methods used in the literature to evaluate the effectiveness of the experiences and represent support for future research. This research identifies developments in XR experiences and analyzes the validation methods through a systematic review using the PRISMA methodology. It identifies two evaluation methods, objective and subjective, which are each broken down into four categories. The results show the types of evaluation, safety-related purposes, and safety application objectives used by the database classification.
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Realidade Aumentada , Indústria da Construção , Realidade Virtual , Indústria da Construção/educação , Gestão da SegurançaRESUMO
Introdução:A formação dos hábitos alimentares ocorre,principalmente,nos primeiros anos de vida. Nesse período, recomenda-se o aleitamento materno e a introdução de alimentos adequados. Esses fatores associados a um estilo de vida saudável são importantes para a prevenção da obesidade infantil. Para que essas informações cheguem ao público-alvoe para que o processo de Educação Alimentar e Nutricional seja mais eficaz, recursos tecnológicos são cada vez mais importantes.Objetivo:O objetivo foi elaborar o designinstrucional do aplicativo AlimentAR, usando Realidade Aumentada,direcionado para Educação Alimentar e Nutricional com crianças de até dois anos. Metodologia:A metodologia utilizada para o conceito de designinstrucional seguiu cinco etapas:Análise, Design, Desenvolvimento, Implementação e Avaliação. A etapa de análise incluiu diagnóstico situacional e/ou identificação de problemas que necessitam de intervenção. No processo de design, o foco estava na estrutura e nos objetivos educacionais. No desenvolvimento, ocorreu seleção de conteúdo, formatação, elaboração de recursos didáticos e storyboard(esboço sequencial de desenhos). As etapas de implementação e avaliação serão tratadas em estudo posterior. Resultados:Neste sentido, o designinstrucional foi desenvolvido de forma sistemática seguindo metodologia proposta. O produto prevê projeção de imagens de alimentosusando Realidade Aumentada, de acordo com necessidade nutricional da criança, considerando o Guia Alimentar para Crianças até 2 anos e a Ficha de Marcador de Consumo Alimentar para crianças até seis meses e crianças de seis a 23 meses.Conclusões:Conclui-se que a utilização da Realidade Aumentadaassociada à abordagem transdisciplinar pode ser uma possível estratégia para a elaboração de instrumento de Educação Alimentar e Nutricionalcom foco na formação de hábitos alimentares saudáveis e prevenção da obesidade infantil (AU).
Introduction:The formation of eating habits occurs mainly in the first years of life. During this period, breastfeeding and the introduction of adequate foods are recommended. These factors associated with a healthy lifestyle are important for the prevention of childhood obesity. In order for these recommendations to reach the target audience and for the process of Food and Nutrition Education to be more effective, technological resources areincreasingly being used. Objective:The objective of this study was to elaborate an instructional design for an application called AlimentAR, using Augmented Reality aimed at Food and Nutrition Education with children up to two years old. Methodology:Themethodology used for the instructional design concept followed five stages: Analysis, Design, Development, Implementation and Evaluation. The analysis stage included situational diagnosis and/or identification of problems that require intervention. In thedesign process, the focus was on educational structure and objectives. In the development, there was content selection, formatting, elaboration of didactic resources and storyboard (sequential sketch of drawings). The implementation and evaluation stages will be dealt with in a later study. Results:The instructional design was developed systematically following the proposed methodology. The product provides projection of food images in Augmented Reality, according to the child's nutritional need, considering the Food Guide for Children up to 2 years and the Food Intake Sheet for children up to six months and children from six to 23 months. Conclusions:In summary,the use of Augmented Reality associated with the transdisciplinary approach may be a possible strategy for the elaboration of an Food and Nutrition Educationinstrument focused on the formation of healthy eating habits and the prevention of childhood obesity (AU).
Introducción: La formación de hábitos alimentarios ocurre, principalmente,en los primeros años de vida. En este periodo, es recomendable la lactancia materna y la introducción de alimentos adecuados. Estos factores asociados a un formade vida saludable,son fundamentalespara prevenir la obesidad infantil. Para que estas informaciones alcancen al público objetivo y que el proceso de Educación Alimentaria y Nutricional sea más efectivo, los recursos son cada vez más importantes. Objetivo: El objetivo fue la elaboración de undiseño instruccional delaplicativoAlimentAR, utilizando Realidad Aumentada dirigido a Educación Alimentaria y Nutricionalcon niños hasta 2 años de edad.Metodología: El elaboración del diseño instruccional comprendióel Análisis, elDiseño, elDesarrollo, laImplementación y laEvaluación. La etapa de análisis incluyóel diagnóstico situacional y/o laidentificación de problemas que exigíanintervención. En el proceso de diseño, el foco de atención se centróen la estructura y enlos objetivos educativos. En la fase dedesarrollo seseleccionaron el contenido, el formateo, la elaboraciónde recursos didácticos y elstoryboard(ilustraciones en forma secuencial). Las etapas de implementación y evaluación serán tratadas en un estudioposterior. Resultados: En este sentido, el diseño instruccional fue desarrollado de forma sistemática siguiendo la metodología propuesta. El producto suministraproyección de imágenes de alimentos medianteRealidad Aumentada, conformea la necesidad nutricional del niño, considerando la Guía Alimentaria para Niños hasta 2 años de edad y la Ficha Marcador de Consumo Alimentariopara niños hasta 6 meses y de 6 a 23 meses de edad. Conclusiones: Se concluye que la aplicación de Realidad Aumentadaasociadaal enfoque transdisciplinario puede revelarse como una posible estrategia para la elaboración de un instrumento Educación Alimentaria y Nutricionalencaminadaa la formación de hábitos alimentarios saludables yala prevención de la obesidad infantil (AU).