Browsing Computer Science by Publisher "Springer"
Now showing items 1-3 of 3
Efficacy of a virtual environment for training ball passing skills in rugbyWe have designed a configurable virtual environment to train rugby ball passing skills. Seeking to validate the system’s ability to correctly aid training, two experiments were performed. Ten participants took part in ball passing activities, which were used to compare the combinations of different user positions relative to the physical screen, the use of stereoscopic presentation and the use of a floor screen to extend the field of view of the virtual scene. Conversely to what was expected, the results indicate that the participants did not respond well to simulated target distances, and only the users physical distance from the screen had an effect on the distance thrown.
Evolutionary Robot Swarm Cooperative RetrievalIn nature bees and leaf-cutter ants communicate to improve cooperation during food retrieval. This research aims to model communication in a swarm of auton-omous robots. When food is identified robot communication is emitted within a limited range. Other robots within the range receive the communication and learn of the location and size of the food source. The simulation revealed that commu-nication improved the rate of cooperative food retrieval tasks. However a counter-productive chain reaction can occur when robots repeat communications from other robots causing cooperation errors. This can lead to a large number of robots travelling towards the same food source at the same time. The food becomes de-pleted, before some robots have arrived. Several robots continue to communicate food presence, before arriving at the food source to find it gone. Nature-inspired communication can enhance swarm behaviour without requiring a central control-ler and may be useful in autonomous drones or vehicles.
Interventional radiology virtual simulator for liver biopsyTraining in Interventional Radiology currently uses the apprenticeship model, where clinical and technical skills of invasive procedures are learnt during practice in patients. This apprenticeship training method is increasingly limited by regulatory restrictions on working hours, concerns over patient risk through trainees' inexperience and the variable exposure to case mix and emergencies during training. To address this, we have developed a computer-based simulation of visceral needle puncture procedures. Methods A real-time framework has been built that includes: segmentation, physically based modelling, haptics rendering, pseudo-ultrasound generation and the concept of a physical mannequin. It is the result of a close collaboration between different universities, involving computer scientists, clinicians, clinical engineers and occupational psychologists. Results The technical implementation of the framework is a robust and real-time simulation environment combining a physical platform and an immersive computerized virtual environment. The face, content and construct validation have been previously assessed, showing the reliability and effectiveness of this framework, as well as its potential for teaching visceral needle puncture. Conclusion A simulator for ultrasound-guided liver biopsy has been developed. It includes functionalities and metrics extracted from cognitive task analysis. This framework can be useful during training, particularly given the known difficulties in gaining significant practice of core skills in patients.