bluuebunny/crossref_metadata_2025 huggingface dataset:
Design of a Web3D Serious Game for Human Anatomy Education
Authors: Lemos Robson R. , Rudolph Cristiane Meneghelli , Batista Arthur V. , Conceição Karolini R. , Pereira Poliana F. , Bueno Bruna S. , Fiuza Patricia J. , Mansur Samira S.
Published: December 2022

The use of 3D web-based models allows researchers to explore interesting characteristics searching for the increase of quality in the anatomy education. This chapter aims to present the design of a serious game for human anatomy education that can assist the students in the understanding of the anatomical structures as well as the relationship between them in a virtual environment. The digital game design and development was carried out in partnership with specialists in human anatomy for the study of the lower limb bones (skeletal system), vessels and arteries (cardiovascular system), and lower limb skeletal muscles (muscular system). A case study was performed with students of physiotherapy undergraduate program in the course of anatomy through usability assessment techniques. Based on the results obtained it was possible to identify fundamental and innovative features that have to be present in the design of serious games for the teaching of health sciences.
Mapping Game Mechanics for Learning in a Serious Game for the Energy Transition
Authors: Ampatzidou Cristina , Gugerell Katharina
Published: December 2022

The integration of learning goals with game mechanics in serious games used in urban and spatial planning processes has the potential to enable game designers and planners to create games with narratives tightly aligned to particular processes and lead to increased learning outcomes. This study presents the results from testing Energy Safari, a serious game for the energy transition in the province of Groningen, and empirically associates specific game mechanics with learning events, derived from players' reports. The research is based on the analysis of post-play questionnaires. Play-testing Energy Safari illustrates that different learning events can be triggered by the same game mechanics, an observation which can be applied in serious game design to facilitate players with different learning needs and styles. In addition, play testing to evaluate the learning performance of serious games should be integrated in the game design process. However, to achieve lasting learning and actionable knowledge, serious games should be used complementarily with other civic participation methods.
What Can Gamification Learn From Sensory Marketing?
Authors: Helmefalk Miralem
Published: December 2022

While gamification research is multidisciplinary and has grown in popularity during the last decade, it still requires further evidence and direction on which and how much various game mechanics impact on cognitive, emotional, and behavioral outcomes in digital and physical servicescape contexts. To shed light on this problem, a novel perspective on sensory marketing and gamification was chosen. This chapter has discussed and analyzed the similarities and differences between sensory marketing and gamification, as well as what theoretical perspectives and practices gamification can borrow from sensory marketing. Six issues have surfaced that require more research on this matter: (1) The interaction effects, (2) Weight and impact, (3) Congruency, (4) Complexity, (5) (sub)Conscious/(non)visible elements, and (6) The causal chain. This chapter explains and discusses these issues and offers future research avenues.
DICE
Authors: Djaouti Damien
Published: December 2022

This article deals with serious game design methods. More specifically, it focuses on the following question: is there any universal series of steps to design a serious game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform a comparative analysis over the various steps used by these methods, in order to build a generic model for the design process of Serious Games: the Design / Imagine / Create / Evaluate (D.I.C.E.) model.
Evaluating Social Change Games
Authors: Campbell Laurie O , Gunter Glenda A , Kenny Robert F
Published: December 2022

The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for their “hidden curriculum.” In some cases, the rubric and “hidden curriculum” contributed to educators altering the way they used the games they had appraised by supplementing context, incorporating discussion, or not using the games at all. The RETAIN model rubric offered educators a tool to evaluate digital games.
Using an Extended Technology Acceptance Model for Online Strategic Video Games
Authors: Himang Melanie M. , Himang Celbert Mirasol , Ceniza Angie Monterde , Ocampo Lanndon
Published: December 2022

Due to the rising popularity of online strategic video games, it is crucial to examine the acceptance structure of these games. This study attempts to perform an acceptance evaluation of online strategic video games, particularly multiplayer online battle arena (MOBA), using an extended technology acceptance model (TAM) developed in the current literature and establish a predictive value in determining the behavioral intention in playing online strategic video games. To carry out this objective, a case study consisting of 439 undergraduate students as a sample was conducted. After the data filtering process which involves the removal of insincere responses and non-engaging responses and of those who have not played MOBA games, 278 research participants became the final sample. The questionnaire was created and underwent reliability analysis. Cronbach's alpha coefficient was computed to show the relatedness of each factor as well as to determine its validity and internal reliability. Nine factors were considered in this work that tested for significant relationships and predictive capabilities using structural equation modeling with AMOS software. These factors include altruism, social interaction, use context, perceived ease of enjoyment, perceived ease of use, perceived usefulness, attitude, flow, and behavior intention. Results show that the significant determinants of user behavior intention are the flow, attitude, and perceived ease of use while the perceived enjoyment, social interaction significantly influence attitudes in playing online strategic video games, use context, and flow. Furthermore, this work also demonstrates that altruism, social interaction, use context, perceived enjoyment, flow, and attitude are significant factors that can be added to extend TAM. These findings would serve as guidelines in the formulation of principles for game design and development.
Two-Stage Non-Cooperative Game Model for Vertical Handoffs in Heterogeneous Wireless Networks
Authors: Goyal Pramod Kumar , Singh Pawan
Published: December 2022

In a heterogeneous wireless network (HWN) environment, performing an efficient vertical handoff requires the efficient qualitative evaluation of all stakeholders like wireless networks (WN) and mobile users (MU) and mutual selection of best WN-MU. In the literature, most of the work deals with both these requirements jointly in the techniques proposed by them for the vertical handoffs (VHO) in HWNs, leaving very little scope to manipulate the above requirements independently. This may result in inefficient vertical handoffs. Hence, this chapter proposed a generalized two-stage two players, iterative non-cooperative game model. This model presents a modular framework that separates the quantitative evaluation of WNs and MUs (at Stage 1) from the game formulation and solution (at Stage 2) for mutual selection of best WN-MU pair for VHO. The simulation results show a substantial reduction in the number of vertical handoffs with the proposed game theory-based two-stage model as compared to a single-stage non-game theory method like multiple attribute decision making.
Game Design as Literacy-First Activity
Authors: Canady Fawn , Nagelhout Ed
Published: December 2022

This chapter explores pedagogical goals and classroom practices for literacy instruction with/in a digital learning environment that extends beyond the classroom. To do this, the authors developed a process for literate practices illustrated through game design. Game design is one example of a disciplinary activity that masks the complexity of writing yet provides teachers with opportunities to make visible the writing practices and genres inherent in all disciplines. Game developers are writers and game development is a ‘literacy-first' activity, a process that underscores the complex and considered choices authors or designers make in specific rhetorical contexts. Pedagogical goals and classroom practices at all levels of literacy education must encourage greater collaboration, privilege informal and situated learning, and promote decision-making, student self-monitoring, and lifelong learning. The chapter concludes by describing a project framework that can be adapted at all educational levels using game design as a model.
A Study of the Antecedents of Game Engagement and the Moderating Effect of the Self-Identity of Collaboration
Authors: Choi Youngkeun
Published: December 2022

The purpose of the present study was to examine the relationships between motivation factors and game engagement and explore the moderating effect of self-identity on those relationships. For this, the present study collected data from 228 college students in South Korean through a survey method and used hierarchical multiple regression analyses. In the results, first, the more competition, challenge, or social interaction participants pursue in gameplay, the more they are engaged in a game. Second, a positive relationship between social interaction and game engagement is stronger for participants in high rather than low in interdependent self-view. However, interdependent self-view was found to have no significance in the relationship between other motivators and game engagement. This study is the first one to examine the integral model of motivation factors of game engagement by including the moderating effect of self-identity.
Using Sentiment Analytics to Understand Learner Experiences in Serious Games
Authors: William Linda , Yang Ruan
Published: December 2022

A serious game has been introduced as an alternative tool to support teaching and learning. It integrates entertainment and non-entertainment elements to encourage the voluntary learning of knowledge and skills. One of the essential entertainment elements in the serious game to motivate learning is the enjoyment element. However, studies on models to analyze this enjoyment element are still limited. Most models present isolated and specific approaches for specific games that cannot scale to other games. In this chapter, a generic enjoyment analytics framework is proposed. The framework aims to capture learners' enjoyment experience using open-ended feedback, analyze the feedback using sentiment analytics models, and visualize the results in an interactive dashboard. Using this framework, the lecturers would interpret the learners' experience towards the topic and the game and capture difficulties the learners may encounter during the game. It would help the lecturers to decide follow-up actions required for the learners to improve the learning.
The Role of Narrative Elements in Gamification Towards Value Co-Creation
Authors: Kit Cheah Wen , Zolkepli Izzal Asnira
Published: December 2022

This article discusses the role of narrative element in gamification towards value co-creation in a crowdsourcing application system. The discourse addresses the gap of knowledge to understand the user motivation and experience to co-create value in a gamified system. Value co-creation is an interactive engagement process that refers to the act of collaborating with a group of intended consumers through a crowdsourcing approach. As the decentralisation of the web enables participation of people to shape the future based on their contributions, understanding Internet users' motivation and experience to co-create value is crucial in ensuring that the initiatives are reciprocated by the intended parties. As gamification has been widely utilised in numerous contexts in order to encourage users to contribute their resources of knowledge and skills, the effectiveness of its elements, namely narrative, remains questionable.
The Use of Gamification in Social Phobia
Authors: Simões-Silva Vitor , Maravalhas Vanessa , Cunha Ana Rafaela , Soares Maria Inês , Marques António
Published: December 2022

Social phobia usually starts in adolescence. Social situations that include meeting people, talking in groups, or in more specific situations are going to be avoided by individuals. Therefore, this condition has the consequence of significant impairment in different occupations. Recent studies show that gamification is commonly applied to interventions for the treatment of chronic diseases, and although there are interventions concerning mental health, these are few and there is evidence that these interventions have positive effects on mental health, particularly among young people. The desensitization therapy program using gamification consisted of 15 sessions: an initial assessment session, 13 biweekly exposure therapy sessions, and the last reevaluation session corresponding to a total duration of the program of seven weeks. Each session, lasting approximately 50 minutes, is followed a formal structure consisting of the following phases. The intervention focused on shaping appropriate approach behaviors through a process of successive approximations.
Is the News Cycle “Real”?
Authors: Daniel, Jr. Emory S. , Perreault Gregory P. , Blight Michael G
Published: December 2022

This chapter features a game from the Shin Megami Tensei series called Persona 5. This chapter examines how the case of role playing video game Persona 5 depicts agenda setting through the use of an in-game audience-oriented polling systems and comment system in order to understand to a greater degree the ways in which games contribute to our understanding of media processes and explores the idea of fandom as integral to the agenda setting process. The case chapter addressed in this manuscript represents a unique narrative featuring a daily life simulator, a turn-based Japanese role-playing game (JRPG), and complex in-game media vehicles to drive the story.
Balancing Entertainment and Educational Objectives in Academic Game Creation
Authors: Egert Christopher A. , Phelps Andrew M.
Published: December 2022

Production experiences are important to the educational progression of game design and development students. Coursework that leads to a quality deliverable is highly desirable by students, faculty, and industry for both pedagogical and portfolio purposes, including a focus on multi-disciplinary teamwork, and professional practice at scale. Despite the impetus to provide meaningful production experiences, successful execution within an academic context can be difficult. The situation is further exasperated when the result of the production experience is more than just an entertainment product – i.e. a game that embodies and facilitates a learning outcome. This chapter presents the successes, challenges, and lessons learned from two cases in which the authors created a production-oriented classroom experience utilizing a game studio model. The authors also address the balance between entertainment goals and learning outcomes in educational game production, including how such balance influences faculty and learner comprehension of design and process techniques.
Effect of Gaming Mode Upon the Players' Cognitive Performance During Brain Games Play
Authors: Ahmad Faizan , Ahmed Zeeshan , Muneeb Sara
Published: December 2022

An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players' cognition (memory, vision, and analytics) among the different modes of brain games. This paper presents empirical research (n=117) that investigates the impact of different modes of brain games (single vs. multiplayer) upon the players' cognitive performance. An accumulated result of the research revealed that the cognitive performance in memory stimulating and visual activity-oriented brain games play significantly boosts during multiplayer mode. Similarly, cognitive accuracy in analytical brain gameplay also increases during the multiplayer mode; however, it's rather inefficient. In addition, both the components of cognitive performance in single-player mode are reported as negatively correlated, while in the multiplayer mode it's rather contrary.
Gap Between Mobile and Online Advergames
Authors: Çadırcı Tugce Ozansoy , Gungor Aysegul Sagkaya
Published: December 2022

Mobile and online advergames are likely to influence brand associations differently. Regardless of the advergame environment, successful games are capable of taking the player into the flow state. How the experience of flow influences the outcomes of the advergames in different environments is a new and an important subject for the advertisers. In order to understand the outcomes (i.e., brand recall and brand attitude) of the advergames in different mediums (online vs. mobile) with the flow introduced, a lab experiment was conducted. Results of the experiment yielded that brand recall and brand attitude were different in different environments. When the interaction of skill and challenge was introduced to the study, however, hypotheses were partially supported. Furthermore, arousal resulted in better brand recall and more positive brand attitudes in the mobile environment. Lastly, time distortion caused no difference in brand attitude, while supporting mobile in brand recall.
Users' In-Game Purchase Intention
Authors: Goli Mahendar , Vemuri Vishnu Vandana
Published: December 2022

During the recent times, the majority of the mobile game revenue comes from in-game features/products. In the recent past, many studies were conducted to study the factors affecting mobile game adoption. However, research on the factors driving purchase of virtual goods during mobile gaming is scarce. This study with the foundation on flow theory and theory of consumption values aimed at studying the interrelationships among the constructs to know the mobile game users' in-game purchase intention. A 10-factor research model was developed and tested empirically. For this, data were obtained from 367 high school and college students. Structural equation modelling with the aid of AMOS software was used to analyse the data. Users' gaming flow experience and satisfaction were found to exert a positive effect on intention to buy mobile in-game items. In addition, the study offers academic and practical implications of the variables affecting the decision-making behaviour of mobile gamers. Further avenues applicable for future research were also discussed in the concluding literature.
The Social Facilitation of Performance, Engagement and Affect in a Complex Videogame
Authors: Williams Russell Blair
Published: December 2022

The objective of this study is to analyze the social facilitation of performance, intrinsic engagement, state hostility, and targeted affects in a computer-based driving game where social actors are competitors. This is a quasi-experimental study with 97 Gulf Arab women. Social facilitation of absolute performance does not take place while it does for relative performance. There is no difference in state hostility based on social facilitation, but there is in targeted affect. Intrinsic engagement and extrinsic motivation are both facilitated by human opponents. There is a negative relationship between intrinsic engagement and state hostility across conditions. There is evidence that the experience of playing a game character and playing a person is substantially different. The two most powerful predictors of performance and affect are intrinsic engagement and videogame interest when playing a person. Weekly hours of console play are added to those two when playing a game character.
Mobile Gaming Strategic Communication and Fear of Missing Out (FoMO) in Fan Culture
Authors: Perreault Mildred F. , Perreault Gregory P.
Published: December 2022

This study examines a case study of the messages and strategies used in mobile game marketing and communication specifically of fans at the Final Fantasy Brave Exvius Fan Festa in December 2018. Through a lens of fear of missing out (FoMO) theory and understanding of fan communities, user-generated content, and public relations pseudo-events, this chapter seeks to understand the impressions of the fan community associated with the game. Through interviews and observations at the event as well as analysis of the online messages shared with individuals who played the games, the study seeks to explain the way players interact with the organization and its promotional materials. A discourse-analysis of the statements creates a window into the gameplay practices of these fans as well as an explanation of their relationship with in-game marketing and communication practices.
Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers
Authors: Cabras Cristina , Cubadda Maria Laura , Sechi Cristina
Published: December 2022

This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan
Authors: Ashraf Mujeeba
Published: December 2022

Most of the European and American literature suggests that playing violent video games can increase aggression in real-life situations in children, but the extent to which this is true in Pakistan is largely unknown. This is a correlational study that explored whether the amount of time spent playing violent themed video games was associated with aggressive behaviour and whether playing different kinds of violent themed video games could predict aggressive behaviour in late childhood. The sample of 100 children (mean age 13.37) was taken, and children were asked to fill in a diary when they played videogames for a week. The results revealed the time spent playing violent video games (role play, action and fighting, and first-person shooter) was positively correlated with aggression; however, only role play and first-person shooter video games were positive predictors of aggressive behaviour. Current research suggests that if children spend more than 30 minutes a day playing violent video games, their chances of learning aggressive behaviour may increase.
The Role of Mechanics in Gamification
Authors: Helmefalk Miralem , Lundqvist Siw , Marcusson Leif
Published: December 2022

With regard to the contemporary discussion of gamifying processes in various domains, it is obvious that there exists a naive notion that simply adding leaderboards/pins/points/badges would lead to success. Even though other instances of gamification mechanics could actually perform better. The literature has not yet managed to prove whether different domains require different mechanics in order to impact on engagement and motivation. To address these critical issues, a literature review was conducted across six domains that examined game mechanics, including their uniqueness for gamification research. Findings show a myriad of mechanics with different sharing properties, which are more or less domain-congruent. These mechanics can be separated into four levels: general, mostly similar, partly similar and unique. The findings enable a better understanding of how to employ situation-congruent mechanics to a given context, which is important for both research and practice.
Do Board Games Make People Smarter?
Authors: Bartolucci Marco , Mattioli Francesco , Batini Federico
Published: December 2022

In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of “expert adult players” and “adult non-players” through a correlation study (n=45) and the comparison between the results achieved by a group of children after 26 hours of game training (n=10) and those of a control group that carried out traditional educational activities (n=10) by using a nonrandomized control group pretest-posttest. Specifically, the findings relating to fluid intelligence, analytical and converging cognitive processes and creativity were compared. The results suggest that non-random board games can be an important stimulus for the cognitive functions, with a particular focus on the creative side, and therefore have an important educational function.
Digital Games and Violence
Authors: Çat Arzu Kalafat
Published: December 2022

Play plays an important role in the child's emotional, cognitive, and physical development. Children play a role in social relations with social behavior, coming from the top of social conflict, social maturation, and self-esteem. The experiences gained while playing games give the child the ability to find solutions to the problems they face in the social environment. The game, which is the main object of amusement, has moved from the social environment to the virtual atmosphere as a result of technological developments. The main theme of this research is violent games, which are often played by children in elementary school age. Many have come up with the fact that violent visual and textual codes are being used. In this context, in regional surveys conducted in Bolu province, digital games played mostly by 8- to 12-year-old children were determined by face-to-face interview with children. Violent elements in these digital games have been discussed within the framework of relevant theoretical approaches through three games that children play most.
RADARSAT Constellation Mission (RCM) InSAR preliminary observations of slope movements in British Columbia, Alberta, and Nunavut
Authors: Choe B -H , Blais-Stevens A , Samsonov S , Dudley J
Published: December 2022

The Geological Survey of Canada (GSC)mp;gt;'s Public Safety Geoscience Program (PSGP) has collaborated with the Canada Centre for Remote Sensing (CCRS) to assess the performance of new RCM data for monitoring slope movements. The PSGP has the mandate to study
natural hazards and provide baseline geoscience information to help stakeholders and decision-makers mitigate against potential risk. This report provides preliminary results observed from new RCM InSAR data acquired over 21 sites in British Columbia (BC), Alberta (AB), and Nunavut (NU) from April
2020 to September 2021. , In some cases, comparisons with RCM imagery were made with RADARSAT-2 and Sentinel-1 observations. A total of 13 sites in BC, two sites in AB, and six sites in NU that are located close to communities and/or infrastructure were investigated. From these, we acquired a total
of 1235 RCM single look complex (SLC) images of HH polarization (ascending: 514, descending: 721) from April 2020 to September 2021. Most were acquired with 3 m very-high-resolution and/or 5 m high-resolution modes. Based on the preliminary observations, the advantages and limitations of RCM InSAR
for landslide monitoring are highlighted.
Comparison of astigmatism between glued and sutured scleral-fixated intraocular lens
Authors: Nair Nithya , Mathur Vijay , Kumar Pawan G.
Published: December 2022

Background

Posterior chamber intraocular lens implantation in the bag is the preferred mode of correcting aphakia. But, in certain circumstances, this is not possible, thereby requiring modalities of secondary fixation of intraocular lens (IOL).

Purpose

The aim of this study was to compare the postoperative astigmatism till six months after surgery between the sutured scleral-fixated IOL and the glued scleral-fixated IOL.

Patients and methods

This is a single-center, prospective, observational, open-label study comparing the postoperative outcome (till 6 months), including astigmatism and best-corrected visual acuity (BCVA), of sutured scleral-fixated intraocular lens (SFIOL) (Group 1) and glued SFIOL (Group 2). There were 25 patients in each group. Patients were followed up on day 1, first week, first, second, third, and sixth month postoperatively. During each postoperative visit, slit-lamp biomicroscopy was performed to evaluate the status of the cornea, anterior chamber, IOL, and position of haptics. Uncorrected visual acuity, BCVA, refraction, and keratometry values (corneal astigmatism) were noted. Cylindrical refraction denoted total astigmatism. The IOL astigmatism was derived by subtracting the corneal astigmatism from the total astigmatism.

Results

The difference in corneal astigmatism between the two groups was statistically significant at 1, 3, and 6 months postoperatively (P=0.004, 0.002, and 0.012, respectively). The final values at 6 months were 3.00±1.68 diopters (D) in the sutured SFIOL group and 2.08±0.56 D in the glued SFIOL group. The glued SFIOL group required less cylindrical correction till 6 months of follow-up. The BCVA, 6 months postoperatively, was 0.36±0.19 in Group 1 compared with 0.32±0.17 in Group 2, with no statistically significant difference (P=0.404).

Conclusion

Both techniques proved to be good options for the implantation of SFIOL, but glued SFIOL was better as it led to less astigmatism and hence the need for less spectacle correction.
Keratopigmentation for the Scarred Cornea
Authors: Raj Monika , Singh Vivek , Kusumesh Rakhi
Published: December 2022

Corneal tattooing or keratopigmentation (KTP) is a very useful method for aesthetic purposes to camouflage white corneal scars in eyes with no visual potential. Various techniques of KTP exist, dyes are applied to the anterior stroma following epithelial debridement or trans-epithelial needle puncture. In this case report we intend to report outcome in terms of colour distribution and stability by using KTP technique where dye is applied directly into the stroma. In conclusion, corneal tattooing employing stromal puncture technique in extremely adhered scarred cornea is cosmetically promising but it requires proper preoperative assessment and intraoperative graded stromal puncturing makes it an efficient and technically demanding.
Slow-Motion Dynamic Videography: A Tool for the Evaluation and Analysis of Strabismus
Authors: Fatima Tarannum
Published: December 2022

Background and Objective:

Strabismus is an anomaly that affects 1.3%–5.7% of the population. Diagnosis of strabismus is mainly based on the cover test in which a shift of the eye is noted when the cover is removed. The shift is so fast (200–300 ms) that it is usually difficult to appreciate by a novice trainee and needs an expert opinion, especially if the angle is small. Various automated and intelligent systems have been studied in the past to improve the detection of strabismus. Slow-motion videography has been used as an important tool in physics for tracking a fast-moving object. It enhances our ability to perceive better in cases of fast-moving objects that happen too quickly for the eye to follow. The use of slow-motion videography for the detection of strabismus has not been studied to date.

Materials and Methods:

Videography was taken using an android smartphone during the cover–uncover test and alternate cover test. This video was then transferred to video editing software YouCut Video Editor (InShot Inc.) copied twice and played at × 1 followed by × 0.5 and × 0.3. This procedure was recognized to diagnose strabismus with an accuracy value of 82% even by novice trainees.

Conclusions:

We demonstrate slow-motion dynamic videography of cover test using a single smartphone to achieve success in diagnosing strabismus.
Optimal sampling technique for EUS-guided fine-needle biopsy of solid pancreatic lesions using a 25-gauge ProCore needle: A multicenter randomized crossover superiority study
Authors: Li Shi-Yu , Shi Lei , Yao Jun , Zhou Wei , Wang Zhi-Jie , Jiang Yue-Ping , Wang Xiao-Wei , Zhou Chun-Hua , Gao Li , Jiang Hui , Chen Ying , Li Zhao-Shen , Jin Zhen-Dong , Wang Kai-Xuan
Published: December 2022

Background and Objectives:

It remains unclear whether the use of the stylet slow-pull (SP) and wet suction (WS) can improve the yield of endoscopic ultrasound-guided fine-needle biopsy compared to standard suction (SS). The aim of this study was to compare the diagnostic efficacy of the three sampling techniques when using 25G ProCore needles for solid pancreatic lesions.

Materials and Methods:

This multicenter single-blind randomized crossover superiority trial enrolled patients with solid pancreatic lesions (n = 300) from four digestive endoscopic centers in China. All three sampling techniques were performed on each patient using a 25G ProCore needle in a randomized sequence. The diagnostic efficacy, the specimen yield, and quality of each technique, the overall technical success rate and diagnostic yield of the 25G ProCore needle, and rate of adverse events were evaluated.

Results:

A total of 291 patients were analyzed. No significant difference was found in diagnostic efficiency among the three techniques (sensitivity, 82.14% vs. 75.00% vs. 77.86, P = 0.1186; accuracy, 82.82% vs. 75.95% vs. 78.69%, P = 0.1212). The SP had an inferior tissue integrity compared to the SS and WS techniques (71.82% vs. 62.55% vs. 69.76%, P = 0.0096). There was no significant difference in the degree of blood contamination among the three groups (P = 0.2079). After three passes, the overall sensitivity was 93.93%, and the accuracy was 94.16%.

Conclusions:

SS and WS techniques are better choices than SP technique for 25G ProCore needle, for they could provide higher specimen adequacy without increasing the amount of blood contamination. The 25G ProCore needle can provide a satisfactory diagnostic yield for solid pancreatic lesions.
A Retrospective Review of Phyllodes Tumor of Breast Treated with Multimodality Approach
Authors: Sepai Harris Mahammad , Mukherjee Pratyusha , Bandyopadhyay Anis , Ghosh Bidisha Naskar
Published: December 2022

Background:

The cornerstone of management of phyllodes tumor is surgery. No standard of care exists regarding adjuvant therapy; however, local recurrence is a predominant pattern of failure. The aims of this study were to evaluate the clinical characteristics and treatment patterns of phyllodes tumor and to compare local recurrence and disease-free survival rates of patients with borderline and malignant phyllodes tumor treated with or without adjuvant radiotherapy.

Materials and Methods:

We analyzed the demographic data, treatment details, and recurrence patterns of all patients with nonmetastatic phyllodes tumors of the breast (n = 34) treated with a multimodality approach who presented to our institute from January 2015 to December 2020.

Results:

The median age at presentation was 41.2 years, and the median tumor size was 12.5 cm. All patients underwent definitive surgical procedures in the form of wide local excision or mastectomy. No recurrence was noted in the patients with a benign histology. After a median follow-up period of 38 months, the local recurrence rate was 27% for the patients with borderline and malignant histology treated with adjuvant radiotherapy (n = 11) versus 47% for those (n = 17) who did not receive adjuvant radiotherapy. The 3-year local recurrence-free survival rate was 72% in the adjuvant radiotherapy group, versus 51% in the surgery only group.

Conclusion:

The results of the current study confirm the excellent prognosis of patients with benign phyllodes tumor undergoing surgery alone. Local recurrence was the predominant mode of failure in the patients with borderline and malignant histology. Locoregional control was improved with the addition of postoperative radiotherapy in the patients with borderline and malignant histology irrespective of margin status.
Evaluation of Gastric Perfusion by Intraoperative Indocyanine Green Fluorescence Imaging in Distal Pancreatectomy with Celiac Axis Resection with Left Gastric Artery Reconstruction in Pancreatic Cancer – A Case Report (with Video)
Authors: Chang Kuei-Heng , Cheng Shao-Bin , Wu Cheng-Chung , Luo Shao-Ciao
Published: December 2022

A 67-year-old man had suffered from persistent abdominal cramping pain for six months, with radiation to the back. Adenocarcinoma of pancreatic body with celiac encasement was diagnosed. Neoadjuvant chemotherapy was given and regressive tumor size was noted. Further operation of distal pancreatectomy with celiac axis resection (DP-CAR), including transection of the left gastric artery (LGA), was performed. The middle colic artery (MCA) was utilized for reconstruction of LGA, with LGA-MCA anastomosis. Intraoperative indocyanine green (ICG) fluorescence was used to confirm the blood supply. DP-CAR is a complicated procedure for tumor involving celiac axis but would bring benefit if en bloc resection was achieved. Reconstruction of the transected vessels was important to reduce further complications. Intraoperative indocyanine green (ICG) fluorescence imaging is a feasible method of evaluating the blood supply to the stomach and liver after the DP-CAR procedure.
Assessment of insertion force for the placement of cortical implants in various anatomic sites in dried human skulls
Authors: Todi Aastha , Singh Manoj Kumar , Kayal Subhradip , Das Goutam , Chakraborty Abhijit
Published: December 2022

Background:

Dental implant treatment is an excellent option for prosthetic restoration that is associated with high success rates. Implant stability is essential for a good outcome. The basal bone implants are usually placed in poorly atrophied basal bone areas.

Aims:

To determine the stability during insertion in bones by measuring the torque using a wrench. To obtain the number of cortical engagements via stimulating concerned anatomical location in jaws.

Settings and Design:

The study was designed as an ex vivo study. In case of basal implants, the integration of the implants is in stable cortex. Such a stable engagement is achieved by stimulation of certain areas in anterior maxilla such as anterior nasal spine, nasal floor, canine fossa, while posteriorly, maxillary tuberosity and pterygoid. In mandible the symphysis, parasymphysis, lingual cortex and retromolar pad areas were engaged.

Materials and Methods:

In this study, the above-mentioned areas were stimulated for the engagement of cortical bones using cortical implantology. Cortical implants of various sizes and tapers were inserted and analyzed for its bone quality and quantity. The stability of such implants was tested during insertion by measuring the torque with the use of a torque wrench instrument.

Statistical Analysis Used:

Comparative observational study using standards of deviation.

Results and Conclusions:

Within the limitations of this study, it may be concluded that there was a significant correlation between insertion force and diameter of implants when placed in jaws in a dried human skull model. The present study needs to be further conducted to establish the observational results completely and hence correlate the results with human studies.
Pink gingival restoration: An acceptable treatment for complex ridge defects
Authors: Durrani Farhan , Pandey Aishwarya , Singh Preeti
Published: December 2022

Complex implant prosthetic reconstruction poses several challenges. The lost anatomy of periodontium due to trauma or long-standing missing teeth, especially in esthetic area, requires several surgical visits for recovery. The augmentation procedures are technique sensitive and unpredictable and need long commitment from the patient. They are time-consuming and expensive, and patients are often unwilling. The alternative for anatomically deficient partial edentulous sites could be prosthetic gingival restoration. They help in re-establishing natural contours, interproximal papilla, and further eliminating complex procedures. The other advantage is perfect horizontal and vertical transition between the prosthesis and adjacent tissues. This article describes two cases of completed gingival prosthetic prosthesis which corrected the missing architectures around lost teeth. It was well accepted by the patients and can be an alternative for unpredictable regenerative procedures.
The effect of chlorhexidine gluconate chips on clinical status of peri-implant mucosa and plaque formation on healing abutments following single-stage implant surgeries
Authors: Valsan Swetha , Biniraj K. R. , Emmatty Rishi , Paul Tony P. , Jose Priya , Divyasree K. A.
Published: December 2022

Background:

An experimental study was designed to evaluate the effect of chlorhexidine gluconate chips on clinical status of peri-implant mucosa and plaque formation on healing abutments following single-stage implant surgeries.

Materials and Methods:

Twenty-eight single-stage implant sites were grouped into 14 test and control sites. The study commences from the time of suture removal following surgery, designated as day 0. Chlorhexidine chip insertion into peri-implant sulcus in test sites was done on day 0, 10, and 20. Peri-implant crevicular fluid was collected on day 0, 10, 20, and 30 for biochemical estimation of aspartate aminotransferase (AST). The modified sulcus bleeding index (mBI) score was obtained in both test and control sites on day 10, 20, and 30. On day 30, all the healing abutments were unscrewed and sent for stereomicroscopic analysis to assess the plaque formation on its surface.

Results:

Statistically significant difference was not observed in AST levels and mBI in both test and control groups in various time intervals. In the stereomicroscopic assessment of healing abutment, mild grade of plaque accumulation was seen in three samples in test group, one sample in control group, and severe grade was seen in six samples in test group and nine samples in the control group.

Conclusion:

Inflammatory condition of peri-implant mucosa and plaque retentive properties on healing abutment surface were found to have reduced with the usage of chlorhexidine gluconate chips. However, the study failed to establish a statistically significant correlation of these observations.
Comparative evaluation of the efficacy of a novel tetracycline-coated suture with triclosan-coated and noncoated sutures on bacterial load reduction: A prospective in vitro study
Authors: Banodkar Akshaya Bhupesh , Nandgaonkar Vaibhavi Pandurang , Gaikwad Rajesh Prabhakar , Fernandes Lynette Custodio , Patil Chitra Laxmikant , Batho Amrita Dharmendra
Published: December 2022

Background:

Surgical site infection (SSI) is one of the common postoperative complications observed after various periodontal surgeries, and sutures play a vital role in its causation. Thus, the aim of this study is to evaluate and compare the efficacy of a novel tetracycline-coated suture with triclosan-coated and nonantibacterial-coated sutures on bacterial load reduction to prevent SSI by measuring the zone of inhibition.

Materials and Methods:

Twenty systemically healthy individuals with moderate chronic periodontitis were included in this study. Fresh unstimulated saliva was collected from each patient and inoculated on three different blood agar plates. Sutures were divided into three groups (Group A: Tetracycline-coated suture, Group B: Triclosan-coated suture, Group C [control group]: Nonantibacterial-coated suture). The antibacterial efficacy of each suture was evaluated by performing agar diffusion test. The zone of inhibition around each suture was calculated, and statistical analysis was performed for the same using Kruskall–Wallis ANOVA test and Mann–Whitney U-test.

Results:

On intergroup comparison, there was a statistically highly significant difference seen for the zone of inhibition between the groups (P < 0.01) with the highest values in Group A (14.45 mm), followed by Group B (1.4 mm) and least in Group C (0 mm).

Conclusion:

Tetracycline-coated suture is more efficacious than triclosan-coated suture to reduce bacterial load and further prevent SSIs. However, in vivo clinical trial is must to prove the same.
Identification of Fine Wire and Half-Pin Loosening for External Fixators
Authors: Nutt James , Sinclair Lucy , Graham Simon Matthew , Trompeter Alex
Published: December 2022

Introduction:

This review article discusses the published methods of identification of fine wire and half-pin loosening. The evidence is reviewed and presented for the clinical, radiological and histological analysis of the half-pin and fine wire to bone interface.

Materials and Methods:

A Preferred Reporting Items for Systematic Reviews and Meta-Analyses compliant systematic review was conducted. Studies investigating the use of external fixators with descriptions on measurement of half-pin and fine wire loosening were included in this review.

Results:

Eight studies were eligible and included. No randomized controlled trials were identified. Torque measurement was most frequently used to quantify the half-pin to bone interface, histological analysis was performed by three studies, and radiographic analysis was performed by five papers including plain film and micro-computed tomography (CT) techniques.

Discussion:

The available evidence was of poor quality, with a lack of homogeneity in quantitative data for torque measurements and a prevalence of arbitrary figures for the definition of loosening. There was no mechanical analysis of fire wire loosening, and the most common clinical measure used for loosening was a scale validated for infection. Micro-CT was validated against torque figures and appears to be the most repeatable measure which could be applied clinically, however has only been used in canine studies. We recommend a study to compare the clinically relevant measurement of loosening against a standard model to provide a validated method of identification or prediction of half-pin and fine wire loosening.