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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The creation and validation of an augmented reality orthopaedic drilling simulator for surgical training

Johns, Brian Douglas 01 May 2014 (has links)
Standard surgical repair of intertrochanteric hip fractures requires accurate placement of a wire across the fracture using static fluoroscopic images. Few practice methods exist for perfecting this wire navigation skill outside the operating room. The objective of this research is to further understand skill development for orthopaedic drilling using a validated simulator, enabling more effective instruction and training. This includes the investigation of the relationship between practice and skill acquisition in conjunction with specific differences between experts and novices. This work details the creation and validation of an augmented reality wire navigation simulator for training orthopaedic drilling. This novel augmented reality simulator combines real-world objects, such as a surgical drill and synthetic bone, with virtually generated, radiation-free radiographic imaging. The central hypothesis is that an augmented reality wire navigation simulator will demonstrate construct validity and improve orthopaedic drilling skill through simulation training. This work identifies the differentiation of skill between experienced surgeons and novices completing the wire navigation task, demonstrating construct validity for the developed simulator. It also demonstrates that experienced surgeons are more accurate than novices in orthopaedic drilling (F(2, 39) = 3.721, p = 0.033). This provides evidence supporting the simulator's construct validity and value as a training and assessment tool in wire navigation of the proximal femur. Although the study was unsuccessful in providing sufficient evidence that training on the simulator directly transfers to more realistic drilling tasks, it revealed several discoveries about acquiring wire navigation skill. This work establishes a relationship between skill acquisition and practice for the wire navigation task. This learning curve shows that skill acquisition occurs much more slowly in wire navigation than previously assumed. The wire accuracy (i.e., tip-apex distance) is predicted to improve 0.1 to 0.3 millimeters with each successive practice repetition of the wire navigation task (95% CI, p < 0.001). In addition, the time to complete wire navigation improves between 0.4 and 2.0 seconds each subsequent practice trial (95% CI, p < 0.001). The developed simulator also identified several flaws in novice technique. First, novices do not account for the anteversion of the femoral neck indicating that the inclination angle is difficult for novices to understand and accurately drill from radiographic images. Another discovered flaw of novice orthopaedic residents is their lack of ability to accurately estimate distances in radiographic images. Novices were found to incorrectly estimate the wire accuracy by an average of 12.4 millimeters. Overall, this work establishes new findings, which can be used for future simulation development and coaching, enabling safer, more effective training methods for surgical residents.
2

AUGMENTED REALITY SOM DIGITALT VERKTYG I PRODUKTIONSSKEDET / Augmented reality as a digital tool in the production phase

Jimenez Parra, Jefferson, Radulovic, Milan January 2018 (has links)
Detta examensarbete utreder augmented reality (AR) som digitalt verktyg i byggproduktionen. Byggproduktionen präglas av kollisionsproblem och bakgrunden till dessa problem ligger ofta i bristande kommunikation och bristande samordning i byggprojekten. Installationsarbeten tar mer än 50% av produktionstiden och kräver mycket kommunikation och samordning. Installationsarbeten utförs ofta på begränsade arbetsytor och med en dålig samordning mellan de inblandade yrkesgrupperna bidrar detta till att det uppstår kollisioner och farliga arbetssituationer. Skanska vill effektivisera deras arbetsproccess genom nya teknologier och har därmed valt att testa Microsoft Hololens som använder teknologin AR i sina byggprojekt. Målet med arbetet är att undersöka genom en fallstudie om AR är lämpligt att användas i byggproduktionen genom att besvara (1) Hur lämplig är AR för informationsöverföringen och hantering i byggproduktionen? (2) Hur noggrann är AR teknologin för att kunna användas i installationsarbeten? (3)Vilka möjlighter har AR att implementeras i Skanskas verksamhet? Studien innefattar en fallstudie med observationer och intervjuer på ett av Skanskas byggprojekt i Göteborg, Tändstickan 3. Arbetarna får använda Microsoft Hololens som ett arbetsverktyg medan författarna observerar deras arbete. Intervjuer utförs före och efter användnigen av Microsoft Hololens. En dokumentanalys och litteraturstudie kommer att utföras för att bekräfta eller motsäga resultatet. Arbetarna som ingår i observationerna intervjuas efter användningen av Microsoft Hololens för att kontrollera om AR är lämpligt för deras arbete. Resultatet från intervjuerna och observationerna visar att AR kan minimera kollisionerna och effektivisera arbetet. Jämförelsen av resultaten från intervjuerna av AR specialister, arbetsledare, installationsledare, platschef och montörer visar att teknologin har potentialen att implementeras i Skanskas verksamhet. Svårigheten ligger i användarvänligheten och om hårdvaran är lämplig att användas på en arbetsplats. Studien utfördes under ett pågående projekt där installationsarbeten var i slutskedet, vilket påverkar studiens resultat. Det arbeten som medför mest svårigheter var redan avklarade vilket minskar resultatens giltighet. Studien utfördes i samarbeten med Skanska vilket gör det svårt att generallisera med mindre företag eftersom de inte har lika mycket resurser.
3

Techniques For Assessing And Improving Performance In Navigation And Wayfinding Using Mobile Augmented Reality

Goldiez, Brian 01 January 2004 (has links)
Augmented reality is a field of technology in which the real world is overlaid with additional information from a computer generated display. Enhancements to augmented reality technology presently support limited mobility which is expected to increase in the future to provide much greater real world functionality. This work reports on a set of experiments that investigate performance in search and rescue navigating tasks using augmented reality. Augmentation consisted of a spatially and temporally registered map of a maze that was overlaid onto a real world maze. Participants were required to traverse the maze, answer spatially oriented questions in the maze, acquire a target object, and exit. Pre and post hoc questionnaires were administered. Time and accuracy data from one hundred twenty participants were collected across six treatments. The between subject treatments, which had an equal number of male and female participants, were a control condition with only a compass, a control condition with a paper map available prior to maze traversal and four experimental conditions consisting of combinations of egocentric and exocentric maps, and a continuously on and on demand map display. Data collected from each participant consisted of time to traverse the maze, percent of the maze covered, estimations of euclidian distance and direction, estimations of cardinal direction, and spatial recall. Data was also collected via pre and post hoc questionnaires. Results indicate that best performance with respect to time was in the control condition with a map. The small size of the maze could have facilitated this result through route memorization. Augmented reality can offer enhancement to performance as navigational tasks become more complex and saturate working memory. Augmented reality showed best performance in accuracy by facilitating participants' coverage of the maze. Exocentric maps generally exhibited better performance than egocentric maps. On demand displays also generally resulted in better performance than continuously on displays. Gender differences also were evident with males exhibiting better performance than females. Participants reporting an initial tendency to not rotate maps exhibited better performance than those reporting a tendency to rotate maps. Enhancements being made to augmented reality and related technologies will result in more features, improved form factor for users, and improved performance in the future. Guidelines provided in this work seek to ensure augmented reality systems continue to progress in enhancing performance

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