901 resultados para Virtual physiological human


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In the last few years, some of the visionary concepts behind the virtual physiological human began to be demonstrated on various clinical domains, showing great promise for improving healthcare management. In the current work, we provide an overview of image- and biomechanics-based techniques that, when put together, provide a patient-specific pipeline for the management of intracranial aneurysms. The derivation and subsequent integration of morphological, morphodynamic, haemodynamic and structural analyses allow us to extract patient-specific models and information from which diagnostic and prognostic descriptors can be obtained. Linking such new indices with relevant clinical events should bring new insights into the processes behind aneurysm genesis, growth and rupture. The development of techniques for modelling endovascular devices such as stents and coils allows the evaluation of alternative treatment scenarios before the intervention takes place and could also contribute to the understanding and improved design of more effective devices. A key element to facilitate the clinical take-up of all these developments is their comprehensive validation. Although a number of previously published results have shown the accuracy and robustness of individual components, further efforts should be directed to demonstrate the diagnostic and prognostic efficacy of these advanced tools through large-scale clinical trials.

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This paper reviews the methods, benefits and challenges associated with the adoption and translation of computational fluid dynamics (CFD) modelling within cardiovascular medicine. CFD, a specialist area of mathematics and a branch of fluid mechanics, is used routinely in a diverse range of safety-critical engineering systems, which increasingly is being applied to the cardiovascular system. By facilitating rapid, economical, low-risk prototyping, CFD modelling has already revolutionised research and development of devices such as stents, valve prostheses, and ventricular assist devices. Combined with cardiovascular imaging, CFD simulation enables detailed characterisation of complex physiological pressure and flow fields and the computation of metrics which cannot be directly measured, for example, wall shear stress. CFD models are now being translated into clinical tools for physicians to use across the spectrum of coronary, valvular, congenital, myocardial and peripheral vascular diseases. CFD modelling is apposite for minimally-invasive patient assessment. Patient-specific (incorporating data unique to the individual) and multi-scale (combining models of different length- and time-scales) modelling enables individualised risk prediction and virtual treatment planning. This represents a significant departure from traditional dependence upon registry-based, population-averaged data. Model integration is progressively moving towards 'digital patient' or 'virtual physiological human' representations. When combined with population-scale numerical models, these models have the potential to reduce the cost, time and risk associated with clinical trials. The adoption of CFD modelling signals a new era in cardiovascular medicine. While potentially highly beneficial, a number of academic and commercial groups are addressing the associated methodological, regulatory, education- and service-related challenges.

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A evolução tecnológica tem sido de tal ordem que a realidade virtual deixou de ser um mero conceito que apenas é possível de implementar recorrendo a máquinas com um poder de processamento muito elevado. Tendo em conta o potencial da realidade virtual e a não existência de boas práticas na criação da interface de um sistema que use este conceito, pretende-se, nesta dissertação, fazer um estudo sobre como pode ser analisada e estruturada a componente de interação através da estratificação de níveis de interação para as diferentes operações do sistema pretendido. Por forma a ser possível, posteriormente, comparar cada um dos sistemas relativamente à interação, foram estipulados um conjunto de ações/operações que teriam de ser passíveis de executar em cada um, bem como, um tema base, uma aplicação de realidade virtual de simulação de espaço aplicada ao sector mobiliário. Depois de implementados os sistemas, estes foram apresentados a um conjunto de pessoas que foram inquiridas sobre os mesmos, por forma a avaliar a interação com cada um. Através dos resultados obtidos da avaliação dos inquéritos entregues, foi possível concluir que, para uma grande parte das operações implementadas, existe uma preferência para que a realização da operação seja o mais similar à sua execução num contexto real.

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This paper reports an experiment that investigated people"s body ownership of an avatar that was observed in a virtual mirror. Twenty subjects were recruited in a within-groups study where 10 first experienced a virtual character that synchronously reflected their upper-body movements as seen in a virtual mirror, and then an asynchronous condition where the mirror avatar displayed prerecorded actions, unrelated to those of the participant. The other 10 subjects experienced the conditions in the opposite order. In both conditions the participant could carry out actions that led to elevation above ground level, as seen from their first person perspective and correspondingly in the mirror. A rotating virtual fan eventually descended to 2m above the ground. The hypothesis was that synchronous mirror reflection would result in higher subjective sense of ownership. A questionnaire analysis showed that the body ownership illusion was significantly greater for thesynchronous than asynchronous condition. Additionally participants in the synchronous condition avoided collision with the descending fan significantly more often than those in the asynchronous condition. The results of this experiment are put into context within similar experiments on multisensory correlation and body ownership within cognitive neuroscience.

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Altering the normal association between touch and its visual correlate can result in the illusory perception of a fake limb as part of our own body. Thus, when touch is seen to be applied to a rubber hand while felt synchronously on the corresponding hidden real hand, an illusion of ownership of the rubber hand usually occurs. The illusion has also been demonstrated using visuomotor correlation between the movements of the hidden real hand and the seen fake hand. This type of paradigm has been used with respect to the whole body generating out-of-the-body and body substitution illusions. However, such studies have only ever manipulated a single factor and although they used a form of virtual reality have not exploited the power of immersive virtual reality (IVR) to produce radical transformations in body ownership.

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Cognitive neuroscientists have discovered various experimental setups that suggest that our body representation is surprisingly flexible, where the brain can easily be tricked into the illusion that a rubber hand is your hand or that a manikin body is your body. These multisensory illusions work well in immersive virtual reality (IVR). What is even more surprising is that such embodiment induces perceptual, attitudinal and behavioural changes that are concomitant with the displayed body type. Here we outline some recent findings in this field, and suggest that this offers a powerful tool for neuroscience, psychology and a new path for IVR.

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Consistent in silico models for ADME properties are useful tools in early drug discovery. Here, we report the hologram QSAR modeling of human intestinal absorption using a dataset of 638 compounds with experimental data associated. The final validated models are consistent and robust for the consensus prediction of this important pharmacokinetic property and are suitable for virtual screening applications. (C) 2012 Elsevier Ltd. All rights reserved.

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In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.

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In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.

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In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.

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Backgroud: O International Panel on Climate Change prevê que o aumento da temperatura média global, até ao ano de 2100, varie entre 1,4 e 5,8ºC desconhecendo-se a evolução da adaptação da população a esta subida da temperatura. Em Portugal morre-se mais no Inverno que no Verão. Mas existem evidências de repercussões na mortalidade atribuíveis ao calor extremo. Este estudo procura conhecer os grupos etários e/ou populacionais que parecem revelar vulnerabilidade acrescida à exposição a temperaturas extremas e identificar indicadores de saúde apropriados para revelar esses mesmos efeitos. Métodos: Foram analisados dados de internamentos hospitalar e mortalidade por doenças cardiovasculares, respiratórias, renais, efeitos directos do frio e do calor, na população com 75 e mais anos de idade, nos distritos de Beja, Bragança e Faro, nos meses de Janeiro e Junho. Para os dados de morbilidade o período de análise foi 2002 a 2005 e para os de mortalidade de 2002 a 2004. Os dados meteorológicos analisados corresponderam aos valores da temperatura máxima e percentis da temperatura máxima, nos meses de Janeiro (P10) e Junho (P90). Os excessos de internamentos hospitalares, definidos como os dias em que ocorreram internamentos acima do valor da média mais 2 desvio padrão, foram relacionados com a distribuição das temperaturas extremas (frias abaixo do P10, quentes acima do P90.Os dias com óbitos acima do valor da média foram relacionados com a distribuição das temperaturas extremas (frias abaixo do P10, quentes acima do P90). Os indicadores propostos foram baseados em Odds Ratios e intervalos de confiança que sugeriam as estimativas mais precisas. Resultados: O grupo que revelou maior vulnerabilidade às temperaturas extremas foi o grupo dos 75 e mais anos, com doenças cardiovasculares quando exposto a temperaturas extremas, nos 3 distritos observados.O nº de dias de excesso de óbitos por doenças cardiovasculares relacionados com temperaturas extremas foi o mais elevado comparado com as restantes causas de morte. O grupo etário dos 75 e mais anos com de doenças respiratórias também é vulnerável, às temperaturas extremas frias, nos 3 distritos. Verificaram-se dias de excessos de internamentos hospitalares e óbitos por esta causa de morte, relacionados com a exposição às temperaturas extremas frias. Em Junho, não se verificou excesso de mortalidade associado à exposição a temperaturas extremas por esta causa, em qualquer dos distritos analisados. Apenas se verificou a associação entre os dias de ocorrência de internamentos hospitalares por doenças renais e o calor extremo, em Bragança. Conclusões: Foram encontradas associações estatísticas significativas entre dias de excesso de ocorrência de internamentos hospitalares ou óbitos por causa e exposição a temperaturas extremas frias e quentes possibilitando a identificação de um conjunto de indicadores de saúde ambiental apropriados para monitorizar a evolução dos padrões de morbilidade, mortalidade e susceptibilidade das populações ao longo do tempo.-------------------- Backgroud: International Panel on Climate Change estimates that the rise of mean global temperature varies between 1,4 e 5,8ºC until 2100, with unknowing evolution adaptation of populations. In Portugal we die more in Winter than in Summer time. But there are several evidences of mortality attributable to extreme eat. The proposal of this study is to know the age and/or populations groups that reveal more vulnerability to exposure to extreme temperature and identifying proper health indicators to reveal those effects. Methods: Data from hospital admissions and mortality caused by cardiovascular, respiratory, renal diseases and direct effects from direct exposure to extreme cold and heat, in population with 75 and more years, in Beja, Bragança and Faro districts, during January and June, were analysed. Analysis period for morbidity data was from 2002 to 2005 and form mortality was 2002 to 2004. Meteorological data analysed were maximum temperature and percentile of maximum temperature, from January (P10) and June (P90. Relationship between excess of hospital admission, defined as the days that occurred hospital admissions above mean value more 2 standards desviation and distribution of extreme temperatures were established (cold under P10 and heat above P90. Proposal indicators were based on Odds Ratios and confidence intervals, suggesting the most precises estimatives. Results: The most vulnerable group to extreme temperature were people with 75 or more years older with cardiovascular diseases, observed in the 3 districts. Number of days caused by excess cardiovascular mortality and extreme temperature were the most number of days between the other causes. The group with 75 or more years old with respiratory diseases is vulnerable too, especially to cold extreme temperature, in all the 3 districts. There were excess of days of hospital admissions and days with deaths, for this cause relating to extreme cold temperature. In June, does not funded excess of mortality associated to extreme temperature by this cause in any district of the in observation. Just was found relationship between days of hospital admissions caused by renal diseases in Bragança in days with extreme heat. Conclusions: Were found statistically significant associations between days of excess of hospital admissions or deaths and exposure to extreme cold and heat temperatures giving the possibility of identifying a core of environmental indicators proper to monitoring patterns and trends evolutions on morbidity, mortality and susceptibly of populations for a long time.

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This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful.

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This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful.

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A pulsatile pressure-flow model was developed for in vitro quantitative color Doppler flow mapping studies of valvular regurgitation. The flow through the system was generated by a piston which was driven by stepper motors controlled by a computer. The piston was connected to acrylic chambers designed to simulate "ventricular" and "atrial" heart chambers. Inside the "ventricular" chamber, a prosthetic heart valve was placed at the inflow connection with the "atrial" chamber while another prosthetic valve was positioned at the outflow connection with flexible tubes, elastic balloons and a reservoir arranged to mimic the peripheral circulation. The flow model was filled with a 0.25% corn starch/water suspension to improve Doppler imaging. A continuous flow pump transferred the liquid from the peripheral reservoir to another one connected to the "atrial" chamber. The dimensions of the flow model were designed to permit adequate imaging by Doppler echocardiography. Acoustic windows allowed placement of transducers distal and perpendicular to the valves, so that the ultrasound beam could be positioned parallel to the valvular flow. Strain-gauge and electromagnetic transducers were used for measurements of pressure and flow in different segments of the system. The flow model was also designed to fit different sizes and types of prosthetic valves. This pulsatile flow model was able to generate pressure and flow in the physiological human range, with independent adjustment of pulse duration and rate as well as of stroke volume. This model mimics flow profiles observed in patients with regurgitant prosthetic valves.