bluuebunny/crossref_metadata_2025 huggingface dataset:
Replacing Common Picking Devices from Augmented Reality Scenarios at Warehouses by a Laser Projection System
Authors: Finke Jan , Hoose Sebastian , Jost Jana , Roidl Moritz
Published: June 2022

The human worker will still play a major part in the factory of the future. The number of tasks to accomplish is constantly rising in modern production facilities and warehouses, whereas the shortage of skilled workers is increasing. As a result, fewer professionals must work alongside with many roustabouts at highly complex technical systems and in short clock cycles. Therefore, in this paper, we present a laser projection system as a new way of provision of information to guide the worker through the processes. Further, we demonstrate the usage of the system in a common logistic process and compare it with other established interaction modalities
Promoting a teaching platform for "Traditional Skills + Virtual Reality Technology”
Authors: Ban Shujun , Rita Ferrara Maria
Published: June 2022

VR (Virtual reality) technology has been applied to teaching/learning in many contexts. Our interest focuses on the application of VR in design studies, allowing students to experience craft, (technical aspects, tools and methods), providing advanced means and methods for learning, and enabling the recovery and renewal of crafting and making. VR technology is used to simulate the space environment and technological process in the production process. Students will be brought into the simulated environment through different sensing devices, so that they can operate the objects in the virtual world by themselves, so as to enhance their feelings, deepen their understanding of the traditional technology, and better learn and create. Through survey sections we can achieve an understanding of students experience of VR for craft, and the enhancement of the teaching effect in a product design course. Finally, we can increase the inheritance and development of traditional skills among young people and in the future.
Rather Multifaceted than Disruptors: Exploring Gamification User Types of Crowdworkers
Authors: Ricardo Gamboa Edwin , Bauer Mathias , Reham Khawaja Muhammad , Hirth Matthias
Published: June 2022

Crowdsourcing allows individuals and organizations to outsource tasks to an anonymous group of individuals called crowdworkers, who are paid when completing the tasks. The quality of task results depends on factors like task complexity, task instruction quality, and crowdworker-related aspects, like their motivation towards the task. In this context, gamification, i.e., the use of game elements in non-ludic contexts, could foster the crowdworkers’ motivation besides monetary incentives. Nevertheless, identifying the audience’s gamification preferences is important to maintain their motivation in the long term. Although gamification has been used in crowdsourcing, to the best of our knowledge, it has not been based on crowdworkers’ preferences. The User Types HEXAD scale is suitable to identify those preferences and is designed explicitly for gamification. In our research, we investigated which HEXAD user types characterize crowdworkers. To aim this, we conducted a large-scale user study on two well-known crowdsourcing platforms, Amazon Mechanical Turk and Microworkers. Crowdworkers completed a demographic questionnaire, an image annotation task, and the HEXAD scale. The results show that crowdworkers are a multifaceted audience since all user types are exhibited. Therefore, we argue that one gamification approach might already satisfy a broad range for crowdworkers.
Metaverse Applications for Location-based Virtual Reality
Authors: Kerdvibulvech Chutisant
Published: June 2022

Recently, the metaverse has considerably dominated tech headlines for researchers in the fields of human-computer interaction and human factors and ergonomics around the world, due to the advancement of its software and hardware. With its ability to immerse humans in a virtual, inexpensive, and safe world, it has greatly become popular in recent years, particularly virtual reality. Nevertheless, despite the extremely increasing attention to virtual reality, there is still very limited research work for summarizing and analyzing location-based virtual reality in which virtual reality tools are utilized for assisting humans to experience virtual reality by physically interacting with the environment. This paper proposes a new research study for investigating recent works of location-based virtual reality applications. After that, the evolution of virtual reality using location-based features is explored. Finally, we conduct a comparative analysis of virtual reality and augmented reality works, including location-based works in the past five years.
Myopia Prevention Game Interface Design Based on Children's Cognition
Authors: Yi Peiqi , Hu Yunzhu , Zhang Xiaoxue , Wang Hui , He Xin
Published: June 2022

This paper is based on the cognitive characteristics of Chinese children. Through literature review and user study, we understand that children prefer pictures and videos for information acquisition, and they are more concerned with saturated colours. What’s more children are more willing to experience and interact in action. Therefore, this article addresses the above characteristics, takes the prevention of children's myopia as the application scenario, and combines the most common information media that children currently come into contact with, to design a game interface that is suitable for children's cognitive characteristics. The design runs in the form of a game that can make children willing to interact and willing to accept the treatment of myopia prevention. And using a smartwatch, which is commonly used by Chinese children as an information medium, saturated colours and cute, rounded design elements are used to ultimately design the game interface. Finally, the paper combines interviews and research with children to understand that the design meets the cognitive and aesthetic needs of children and has gained their approval.
Immersive virtual interactive environment based on hologram technology for youth art education
Authors: Zhang Yujie , Jiang Ao
Published: June 2022

Arts education for young people (mainly aged 16-18) varies greatly geographically due to differences in economic development between regions. The current situation in arts learning is that high schools' teaching models and thinking need to be more exciting and interactive. With the rise of the 'meta-universe', the use of hologram technology and immersive virtual interactive environments such as AR and VR can make up for the current waste of educational resources due to 'egalitarianism' in the arts education sector. This is also a sign of increasing economic investment in education.Based on several years of experience in high school art education, the author has been able to adapt the teaching equipment to the teaching behaviour, through literature research, field studies and experience summaries, to sort out the most basic functions that teaching should have when designing, and to conduct product research based on existing products on the market, to give certain product function deficiencies and aspects that can be improved. The study also provides some insights into hologram technology and immersive virtual interactive environments for art education.
Guided by the hint: How shader effects can influence object selection in Virtual Reality
Authors: Schaefer Philip , Vaskevic Andre , Meixner Gerrit
Published: June 2022

In this paper we investigated if shader effects as interaction hints can be used in a Virtual Reality simulation to manipulate peoples’ object selection behavior. We compared the effects Glowing Outline, Color Saturation and Transparency and showed in a study with 13 participants that objects with prominent shader effects get selected significantly more often in a virtual reality simulation compared to transparent or objects without any applied effect (p = 0,01). However, the impact of the annotating shader declines throughout interactions done.
Design and Evaluation: Virtual Reality Haptic Interface to Enhance User Experience
Authors: Zhang Siyang , Wang Yun , Wu Youru , Nie Sixuan , Chen Lu
Published: June 2022

Haptic interface is a platform that convey haptic stimuli to represent and transmit information through touch. This paper systematically focus the achievements of haptic interface and multisensory interaction in virtual reality environment on perspectives of human-computer interaction research: immersive experience and emotional expression, and proposes an evaluation system based on the Quality of Experience (QoE) model aimed to quantitatively analyze and enhance human-computer interaction user experience in haptic interfaces with its statistical significance, which assists researchers and engineers to research, develop, and utilize haptic interaction technologies in virtual reality environments.
Virtual human centered design: an affordable and accurate tool for motion capture in mixed reality
Authors: Serino Saverio , Fontana Carlotta , Califano Rosaria , Cappetti Nicola , Naddeo Alessandro
Published: June 2022

The introduction of Digital Human Modeling and Virtual Production in the industrial field has made possible to bring the user to the center of the project in order to guarantee the safety of workers and well-being in the performance of any activity. Traditional methods of motion capture are unable to represent user interaction with the environment. The user runs a simulation without the realistic objects, so his behavior and his movements are inaccurate due to the lack of real interaction. Mixed reality, through a combination of real objects and virtual environment, allows to increase the human-object interaction, improving the accuracy of the simulation. A real-time motion capture system produces considerable advantages: the possibility of modifying the action performed by the simulator in real time, the possibility of modifying the user's posture and obtaining feedback on it, and finally, after having suffered a post - data processing, without first processing the recorded animation. These developments have introduced Motion Capture (MoCap) technology into industrial applications, which is used for assessing and occupational safety risks, maintenance procedures and assembly steps. However, real-time motion capture techniques are very expensive due to the required equipment. The aim of this work, therefore, is to create an inexpensive MoCap tool while maintaining high accuracy in the acquisition. In this work, the potential of the Unreal Engine software was initially analyzed, in terms of ergonomic simulations. Subsequently, a case study was carried out inside the passenger compartment of the vehicle, simulating an infotainment reachability test and acquiring the law of motion. This procedure was performed through two cheap MoCap techniques: through an optical system, using ArUco markers and through a markerless optical system, using the Microsoft Kinect® as a depth sensor. The comparison of the results showed an average difference, in terms of calculated angles, between the two methodologies, of about 2,5 degrees. Thanks to this small error, the developed methods allows to have a simulation in mixed reality with user’s presence and offers an accurate analysis of performed movements.
Thinking of Aesthetic Empathy in Immersive Exhibitions
Authors: He Meixue , Jiang Ao
Published: June 2022

Based on the phenomenon of immersive exhibitions becoming a boom in art experiences, the authors investigate the reasons for this phenomenon from the intersection of the two fields of cognition and art - “aesthetic empathy”, and consider the audience’s “aesthetic empathy” as one of the key factors contributing to the phenomenon. In addition, the authors believe that the communication effect of immersive exhibitions is ultimately completed by the joint construction of technical equipment and the personal characteristics of the audience. Then, the authors propose some conditions and methods for building a positive art experience in immersive exhibitions. The overall point refers to that the advantages of immersive technologies include sensory stimulation and visual image construction, which will benefit the audience in immersing themselves in the symbolic system constructed by the work, which is the driving factor in the early stage of empathy. Then, this will make the audience think and feel the meaning speculation and emotional understanding brought by this symbol system, and complete the empathy experience.
Describing and disarming health information system snares that capture and conceal characters.
Authors: Arnold Tim , Fuller Helen , Laurio Angela
Published: June 2022

Characters in computing are symbols that stand for a single unit of data such as a number, alphabetical letter, or punctuation mark. In health information entry and exchange, correct encoding and decoding of characters in computing is essential for accurate documentation and interpretation of information. When something goes wrong and there are changes to or deletions of the intended characters, there is missing or inaccurate data in the health information system. Due to the very nature of health information systems, it is difficult to detect when information is missing. Another hidden attribute that is invisible to users is the way characters are interpreted by computing systems. Lost and invisible information can lead to patient safety issues.The Food and Drug Administration (FDA) Maude database and the Institute for Safe Medication Practice (ISMP) describe a few isolated issues with computing characters and health information. Though the loss of health information due to failure to correctly translate computing characters would seem to be a problem with potentially high severity, we were unable to locate a collection of reported issues or a discussion summarizing fail-safe and error-tolerant system designs addressing this topic area. The human factors and human-centered design communities are uniquely knowledgeable and skilled for addressing issues with visibility of system states and error-tolerant design and would be in an ideal position for considering solutions to this issue.In this paper, we review and group issue reports on characters in computing and information entry and exchange. We reflect on human factors and safety engineering principles for designing systems to prevent, detect, and mitigate latent issues in this problem space. Furthermore, we explore special characters that present with added challenges when used in computing systems.To facilitate fail-safe interoperability and health information exchange, systems will require designs that address latent issues brought on by hidden attributes of characters in computing. Using human factors and safety engineering principles, we can help prospectively design to detect and disarm the snares found within and across health information systems.
How self-report affects digital health-related behavior change
Authors: Yin Yuan , Yu Yurong
Published: June 2022

This study aims to identify how self-report method affects digital health-related behavior change and further detect its potential broader application. Two groups of 10 participants engaged in a 28-day behavior change program with one group using self-report and the other group not. After the experiment, the group using self-report participated in a semi-structured interview to report their experiences. The initial experiment showed that self-report did not affect behavior; this indicated that self-report is an appropriate method to collect behavior change data. However, the semi-structured interviews suggested that self-reporting brought benefits and encouraged users to further improve their behavior. The paper, thus, summarized that perceived effects of self-report in behavior change are stronger than actual effects of self-report.
Shared Living Providers (SLP) Experience Documentation Burden While Caring for Individuals with Intellectual and Developmental Disabilities (I/DD)
Authors: A. Clarke Martina , L Neitzke Lisa , M Cooper Kathryn
Published: June 2022

Shared living providers (SLPs) have identified administrative burden as a major contributor to burnout and the decreased effectiveness of care delivery. SLPs are individuals that allow persons with I/DD to reside in their residential home while providing caregiving support in daily living activities, community integration, and many other activities. This project addresses health information technology (HIT)-related documentation burden, which is a critical barrier to progress in the intellectual and developmental disabilities (I/DD) support field. The aim of this study is to determine SLPs’ perception of documentation burden while caring for individuals with I/DD.MethodsSeventeen SLPs were surveyed to understand their perception of documentation burden to determine its role in burnout. The survey used to measure documentation burden was the Burden of Documentation for Nurses and Midwives (BurDoNsaM) survey. The BurDoNsaM is a 28-item validated survey, categorized using 6 subscales, representing essential areas of documentation burden. Three of the six subscale in the BurDoNsaM survey was used in this study. The three subscales included were: (1) views about value of clinical documentation, (2) burden of documentation, and (3) time taken to complete documentation. Seventeen of the 28 survey items were relevant to SLP duties and was included in our pilot study. SLPs were recruited after their clinic visit from University of Nebraska Medical Center (UNMC) Munroe Meyer Institute (MMI) Adult I/DD clinic. Survey data was recorded and stored in a secure database. The data was summarized using descriptive statistics.DiscussionThis pilot study was able to identify the areas that cause documentation burden for SLPs. Respondents found value in clinical documentation. Despite its value, respondents reported that the documentation process complex and is time consuming. SLPs are required to comply with an increasing, wide-ranging body of requirements to deliver and receive payment for care of individuals with I/DD. The cost of compliance with these requirements has long term effects, such as, increased cognitive load and burnout. Limitations of this pilot study include a small sample size. Future research should include a larger sample size and qualitative data to further identify the specific areas that cause the most burden.
The Positive Distraction Effect of Toys in Children's Venous Blood Sampling
Authors: Shang Huifang , Xincheng Guo , Wang Chuanshun
Published: June 2022

Based on the positive distraction concept in Roger S. Ulrich's supportive design theory, this research selected toys as positive distraction elements in children's venous blood sampling to find more game elements that can effectively divert children's attention and alleviate children's anxiety and fear emotions. The research designed the Children’s Venous Blood Sampling Anxiety Scale by referring to the modified version of the Yale Preoperative Anxiety Scale. The experiment took 3-5 years old children as the research object, and accessed the general distraction effects of toys on children in the process of venous blood sampling. As well as the differences of the distraction effect between normative toy and medical toy on children in blood sampling process, and the differences in long-term impact on children's emotional recovery after blood sampling were compared.
User Requirements for a Health Care Service Based on Point-of-care Testing in the Context of Ambulatory Care and Telemedicine for Older People
Authors: Mutuura Kamalatharsi , Niederhauser Mario , Erb Nico , Van Den Anker Freddie
Published: June 2022

In healthcare, point-of-care testing, i.e., diagnostic testing at the time and place of patient care, allows for early diagnosis and therefore timely treatment of various diseases. These on-site tests are particularly beneficial to people living in remote areas and those with limited mobility. Our study focused on the design of a service for older people, whereby ambulatory care and telemedicine consultations are based on point-of-care testing. Its aim was to elicit user requirements, specifically for the use case of iron deficiency in older people. A textual scenario was developed which formed the foundation for the simulated or “enacted” scenario, with both undergoing participatory evaluations. A wide range of “socio-technical” requirements were elicited that are expected to be crucial for the implementation of this service. Based on content analysis they were categorized into technology-, people-, organization- and environment-related requirements. The results are discussed regarding the specific use case and methods used.
Phase-Based Assessment of Arthroscopic Skill Using Motion Smoothness Metrics: A Simulator-based Proof-of-Concept Study
Authors: Singh Simar , Vanatter Chelse , Singapogu Ravikiran
Published: June 2022

Minimally invasive surgeries are meticulous procedures that require complex movement within a limited range of motion, requiring intensive training. Medical training simulators often have limited sensing modalities, restricting the quality of metrics to quantify skill. We created a multi-modal 3D printed simulator that is affordable and easily replicable for remote, automated, and phase-based skill assessment in arthroscopy, a type of minimally invasive surgery. In this pilot study, four subjects of non-medical experience levels performed a peg transfer task in the arthroscopy simulator with synchronized motion and video. The task is segmented into phases to determine the relative efficacy of motion smoothness and other calculated metrics. One phase showed more significant differences in metrics than the other phases, demonstrating the potential for phase-based skill evaluation in tasks with more complex maneuvers. Our novel simulator design allowed for metrics computation at a phase-based level, with initial results demonstrating its importance.
Development of a web-based tool –The Score Bebé ®– for enhancing neonatal risk stratification: A nationwide retrospective study
Authors: Armijos Luciana , Tello Betzabé , Sevilla Carmenza , Cano Isaac , Fonseca Johanna , Vivas Luis , F. Rivadeneira María , Jimbo Ruth , Sánchez Xavier , Santillán Nancy , Dueñas Espín Iván
Published: June 2022

Background: In Ecuador, the neonatal mortality rate has increased from 4.1 to 6.0 per 1000 live births between 2014 and 2019. We aimed to develop and validate a health risk assessment tool for predicting neonatal mortality and to reach a nationwide consensus on stratified management. Methods: We retrospectively analyzed all neonatal deaths registered by the Ministry of Public Health between 2014 and 2017 in Ecuador. We developed a health risk assessment tool by using the information of deceased neonates between 2014 and 2016, and subsequently validated it using the information of deceased neonates in 2017. Several perinatal predictors were tested. The score was qualitatively refined by ~70 healthcare professionals in five Ecuadorian cities, and it was transformed into a web-based calculator with stratified suggestions of care. Results: Survival estimates differed significantly across the risk bands. The resulting Score Bebé® is available at https://scorebebe.com/ and includes stratified suggestions for care.
Preliminary wear trial of anisotropic textile brace designed for adolescent idiopathic scoliosis
Authors: Yan Cheung Hoi , Yip Joanne , Lun Yick Kit , Pui Ng Sun
Published: June 2022

Adolescent idiopathic scoliosis (AIS) is a common condition that involves the curvature of the lateral spine and rotation of vertebrae often found in adolescents from age 10 to skeletal maturity. There are various kinds of treatments that prevent the natural progression of the spinal curvature, such as bracing and surgery. However, spinal surgery is mainly reserved for patients with severe scoliosis (spinal curvature that exceeds 45 degrees). For those with moderate scoliosis (spinal curvature larger than 21 but less than 40 degrees), bracing treatment is usually recommended as a non-operative treatment. In this study, the anisotropic textile brace (ATB) is designed to help those with moderate AIS to stop any further progression of their curvature. A case study of a female patient with AIS who has participated a 2-hour wear trial with the ATB is reported. The result of her Cobb angle values shown in the in-brace radiograph is compared without wearing a brace so as to evaluate the immediate effects of this treatment with a soft brace. Besides, the in-brace radiograph is also compared with a supine radiograph to determine the effectiveness of the bracing treatment. A positive result is found in that there is an immediate reduction of the spinal curvature.
Medical Error Disclosure: A Quality Perspective and Ethical Dilemma in Healthcare Delivery
Authors: Kalra Jay , Rafid-Hamed Zoher , Wiebe Lily , Seitzinger Patrick
Published: June 2022

Medical errors are a significant public health concern that affects patient care and safety. Highlighted as a substantial problem in the 1999 Institute of Medicine report, medical errors have become the third leading cause of death in the United States of America. Failure to inform the patient of adverse events caused by a medical error compromises patient autonomy. Disclosure of adverse events to patients and families is critical in managing the consequences of a medical error and essential for maintaining patient trust. When errors occur, healthcare practitioners are faced with the ethical and moral dilemmas of if and to whom to disclose the error. Healthcare providers face these disclosure dilemmas across all disciplines, locations, and generations and have far-reaching implications on healthcare quality and the progress of medicine. We have previously reported the Canadian provincial initiatives encouraging open disclosure of adverse events and have suggested its integration into a 'no-fault' model. Though similar in content, the Canadian provincial initiatives remain isolated because of their non-mandatory nature and absence of federal or provincial laws on disclosure. The purpose of this study was to review and compare the disclosure policies implemented by individual health care regions/authorities in various parts of Canada to identify quality issues related to medical error disclosure based on several ethical and professional principles. The complexities of medical error disclosure to patients present ideal opportunities for medical educators to probe how learners balance the moral complexities involved in error disclosure. Effective communication between health care providers, patients, and their families throughout the disclosure process is integral in sustaining and developing the physician-patient relationship. We believe that the disclosure policies can provide a framework and guidelines for appropriate disclosure, leading to more transparent practices. We suggest that disclosure practice can be improved by creating a uniform policy centered on addressing errors in a non-punitive manner and respecting the patient's right to an honest disclosure and be implemented as part of the standard of care.
Technological Innovations for ADHD treatment
Authors: López María , Acosta-Rodas Mónica , Bolaños-Pasquel Mónica , Moscoso Jaime , Ramos-Galarza Carlos
Published: June 2022

The attention-deficit/ hyperactivity disorder (ADHD), is a neurobiological disorder and belongs to those called neurodevelopmental disorders, since it is commonly diagnosed in childhood, and persists into adulthood. The ADHD is divided by its central symptomatology in hyperactivity, and inattention, variable according to the case. It is one of the most diagnosed disorders in the child and education psychology fields, it has been considered that every child and adolescent must have an integral treatment plan, where technology advances can be part of it, and being available at home, becoming psycho-educative, and supportive in the treatment process. Thus, in this article, a revision of current applications about ADHD is presented.
Implications and Consequences of Artificial Intelligence in Healthcare Quality and Medical Training
Authors: Kalra Jay , Seitzinger Patrick
Published: June 2022

Technology is playing an increasing role in the delivery of healthcare. The appropriate implementation of new technologies is a delicate balance of managing risk and meeting the emerging needs of the population. Healthcare strategies requires ongoing adaptation to deliver high quality healthcare to populations with complex healthcare needs. The implementation of Artificial Intelligence warrants careful deliberation to ensure that implications are considered, and consequences are mitigated. The complexity of Artificial Intelligence systems limits the ability of patients to provide informed consent and for clinicians to detect when an error has occurred. This creates new challenges to concepts of privacy, liability, and shared decision-making in healthcare. As a decision-making tool, Artificial Intelligence is only as accurate as the data with which it is provided. Artificial Intelligence systems incorporate and often amplify existing patterns of practice, including societal biases and inequitable healthcare practices. The momentum created by such innovations can lead to blind optimism and unintentional consequences. Navigating the transition to an Artificial Intelligence-assisted era of healthcare delivery will require an appreciation of the opportunities and limits of each technology. Healthcare educators are tasked with preparing learners across all disciplines of healthcare to function in an increasingly technological and rapidly evolving field of practice. This entails instilling learners with the digital literacy to leverage new tools as well as acknowledgement of limitations. We suggest that using Artificial Intelligence correctly has the potential to enhance the efficiency and quality of healthcare delivery. However, if implemented incorrectly these technologies may exacerbate health disparities, disempower patients, and lead to a reduction in the humanity of medical practice.
User Interface Assessment of a Tool for Digital Learning in Nursing
Authors: Neuhöfer Jan , Hansen Sabine , Wöllenstein Tim
Published: June 2022

Digital Learning has gained importance for vocational training in a broad range of professions. In times of uncertainty, like experienced with the COVID-19 pandemic, this is especially true for the healthcare sector, as classrooms and training facilities may not be accessible or even available. At this point, tools for digital prequalification and learning can generate a decisive benefit, as they allow individual, self-paced transfer of knowledge independently from physical facilities, and as part of on-site or online classroom teaching. Web-based trainings (WBTs) are a good example of appropriate, proven technology, which makes interactive, multi-lingual learning content available on a broad range of mobile devices, like laptops, tablet PCs and smartphones. As WBTs offer manifold possibilities to accommodate information, an adequate user inface is crucial to make this information accessible, but also to reduce the on-screen information where reasonable. In our paper, we present a learning module for nursing training and its user interface. We outline the interaction concept behind it and describe all its interactive elements, such as tabs, buttons, and pop-up boxes. We also show the results of an empirical study featuring eye tracking in which we assess perception, comprehensibility, and motivation.
Influence of Ergonomics of Electric Power Industry Enterprises on Nervous System Diseases
Authors: Taha Al-Kasasbeh Riad , Korenevskiy Nikolay , Amanzholovna Aikeyeva Altyn , Salman Alshamasin Mahdi , Nikolaevna Rodionova Sofia , Shaqdan Ashraf , Shaqadan Ashraf , Filist Sergey , Eltous Yousif
Published: June 2022

Working at several electric power facilities exposes workers to hazardous factors are risk of electrical shock and electromagnetic waves of industrial frequency of 50 Hz) and less intense fields of the radio frequency range, noise and vibration levels, harmful chemicals like burning gases and fumes in the air, and psychological stress due to the on-call emergency state. In this work, we develop hybrid fuzzy decision rules is a promising tool that combines clinical knowledge with artificial intelligence. The developed model allows diagnosis of nervous system diseases at early stage. The selected decision rules took into account the environmental situation and individual health risk factors. This provides confidence in the prediction decisions of contracting nervous diseases shows the high accuracy of more than 0.85. The prediction of early stages reached minimum accuracy of worse than 0.92, which makes it a valuable tool to support physicians’ diagnoses. The developed model is valuable for health treatment decision making.
A design of emergency services for pre-hospital cardiac arrest
Authors: Cai Jinyu , Luo Jing , Yang Ruling
Published: June 2022

The frequency of sudden cardiac death is increasing year by year. Timely rescue of cardiac arrest patients using aed devices can greatly improve patient survival rates. However, in most cases, patients do not receive timely assistance. The purpose of this project is to provide more timely and safer rescue for cardiac arrest patients. Therefore, this design integrates relevant resources through a set of service design to improve the response rate of cardiac arrest events and allow patients to receive timely assistance. First, we use literature reading method to understand the current development of technology and services. Then, we conducted structured interviews with stakeholders about the EMS process. Based on this, we used functional analysis and scenario simulation methods to explore the needs and summarize the service touchpoints. Finally, service design tools, such as service blueprints, user journey maps,system map etc., are used to describe the service design. The results of this project will help to improve the survival rate of cardiac arrest patients, and also have some reference value for the improvement of urban EMS system.
Prototype of a piece of clothing for patients for quick and easy patient mobilizations in healthcare facilities
Authors: Müller Lorenz , Hinricher Niels , Gersie Janina , Backhaus Claus
Published: June 2022

Caregivers are exposed to musculoskeletal strains during patient mobilizations. Especially for patient transfers, hoists were developed, but hoists have a low acceptance and when used incorrectly strains are still high. This paper develops a user-centered prototype to increase the use of hoists. The developed prototype is based on a market comparison, workflow analyses (n = 88), semi-structured interviews (n = 10) and a usability test with caregivers (n = 12). Instead of slings, the prototype lifts patients directly by their clothing. This reduces the transfer time and the steps required to lift a patient. The usability and the caregiver acceptance is high. Improvements address patients' comfort.
A Novel Headset System Synchronizing Vision and EEG testing for a Rapid Assessment and Diagnosis of Concussions and Other Brain Injuries
Authors: Edquilang David , Feng Jeff
Published: June 2022

Millions of concussions happen each year in the US alone. A proportionally large number of these concussions are due to high impact sports injury. Currently, there exists no solution to quickly monitor brain functions and test the oculomotor functions of individuals who have suffered a traumatic brain injury in order to diagnose them as having suffered a concussion. What is presently done to diagnose concussions is a CT scan or MRI, which are lengthy procedures to schedule, set up, and conduct; and furthermore, takes additional time to analyze the results in order to arrive at a diagnosis. This prolongation of the diagnosing process is inherently problematic since the longer time it takes between time of injury and time of diagnosis, there is greater risk of decisions and actions which can worsen damage to the brain. The sooner a concussion can be diagnosed, the sooner and better the treatment can be performed for recovery. In order to ameliorate this issue, we seek to develop a device to perform the function of diagnosis and monitoring of brain activity in a more rapid and timely manner. Literature review into the anatomy of vestibular and ocular brain functions was performed; as well as research into various testing and monitoring methodologies of these vestibular and ocular functions. One such method that has proven to be a reliable method for diagnosis is Vestibular Ocular Motor Screening (VOMS), which is a visual and balance test performed by a doctor with a patient. Further research was also done into existing technologies whose functionalities would allow the device in order to perform brain monitoring, visual testing, and ultimately diagnosis; namely EEG, VR, and infrared eye tracking. Currently, very few devices on the market take advantage of these technologies together for medical uses. A device incorporating these technologies together allows would allow for more consistent administering of visual tests and real-time monitoring of brain activity. With a functional prototype, user testing is to be performed in order to assess the function and viability of the device.
Design of Proton Radiotherapy Room Based on Environmental Psychology
Authors: Gao Zikun , Liu Xinxiong
Published: June 2022

Proton radiotherapy is currently a more advanced tumor treatment method in radiotherapy, which can accurately eliminate tumor cells while reducing damage to surrounding healthy cells. However, anxiety and depression often occur in cancer patients during treatment. On the one hand, it will cause the displacement of the lesion and affect the effect of radiotherapy. On the other hand, negative psychology is not conducive to physical rehabilitation. In this paper, the principle of environmental psychology is used to guide the design of indoor environment of radiotherapy from the perspective of visual and auditory senses. Through the influence of environment on psychology, the purpose of calming the mood of patients and improving the therapeutic effect is achieved, and it provides support and reference for the design of humanized radiotherapy room space in the future.
A Product-Service System Approach to Light Therapy for Treatment of Seasonal Depression
Authors: Kenis Kaat , Dewit Ivo
Published: June 2022

Seasonal Affective Disorder (SAD), also known as seasonal depression, is a subtype of depression in which the patient is affected by hours of daylight received during specific seasons. Besides the classic symptoms of a depressive disorder, SAD causes hypersomnia and cravings for carbohydrates. SAD is caused by several psychological and biological mechanisms of which the shift of the circadian rhythm caused by an imbalance of melatonin is one. This specific mechanism can be treated using bright light therapy. During daily light therapy sessions, the user is subjected to a strong light source directed to the eyes. Although bright light therapy (BLT) is proven to be an effective non-pharmaceutical treatment, compliance and motivation of patients is low.In this paper, we analyse the specific needs and wishes of seasonal depression sufferers, to gain an understanding in the ways in which the light therapy market is currently lacking. By conducting in-depth interviews as well as diary surveys and field research, insights were collected to map the users’ needs and experiences. After a short analysis of the technical specifications and market segments of daylight lamps, a list of requirements was composed to support the design process of a new, innovate light therapy system in which there is a clear focus on user experience.This paper contributes to the literature on light therapy and SAD, offering a new user-centred angle to the theoretical line-up of research papers in order to increase therapy compliance and improve user experience during light therapy sessions.
Work-related noise exposure in a neonatal intensive care unit
Authors: Backhaus Claus , Siebers Simon
Published: June 2022

Premature infants are children born before the 37th week of gestation. They often need to be cared for in neonatal intensive care units (NICUs) after birth, where they are continuously exposed to noise that can affect sleep patterns and lead to growth and developmental delays. To date, there are no unified limits for the prevention of noise exposure in NICUs. Recommendations for maximal continuous sound levels vary - depending on the professional society - between 35 and 60 dB(A) for daytime values and 20 to 60 dB(A) for nighttime values. They span a range from quiet whispering to normal road traffic noise. Existing studies of noise measurements in NICUs indicate that these recommendations are generally not met. A limitation of previous work is their short time periods that noise measurements were made for, usually one or two hours. As a result, it is not possible to make statements about the diurnal cyclic change in noise exposure, which may have an influence on the circadian rhythm of premature infants, for example. The present work aims to determine the intensity and diurnal cyclic differences of noise exposure in a NICU. In addition, particularly noisy work activities are identified in order to derive suggestions for prevention.For this purpose, the continuous sound levels are recorded for 22 work shifts in a German level 1 perinatal center. Measurements are made in the patient room and the inside of an infant incubator. The mean daily noise exposure levels (LEX,8h) of the early, late and night shifts are calculated and the peak sound level (LpCpeak) is recorded. To test for a day-night rhythm, these are compared using one-factor ANOVA. Using the Contextual Inquiry method, work analyses are performed for 12 work shifts and the early, late and night shifts with the highest equivalent continuous sound level (LAeq) are examined for noise-intensive work activities as examples. The measurement results in LEX,8h and LpCpeak values of up to 49.7 dB(A) and 124.4 dB(C) inside the infant incubator and 55.4 dB(A) and 110.3 dB(C) in the patient room. A day-night rhythm of noise exposure could not be demonstrated. The most noise-intensive work activities included the suctioning of patients and the conversations conducted in the process, with an LAeq of 63 dB(A). In addition, numerous very high impulsive noise events are identified which contribute to the noise exposure of premature infants. The presented study proves that the noise exposure is too high, which is very likely to affect the sleep behavior of premature infants. The results correspond with the statements of comparable studies. It is remarkable that especially the high peak noise levels are mainly due to trivial causes, which can be avoided by simple preventive measures.
Decision-making in disaster operations - Intuition vs Intelligent System support
Authors: Simões-Marques Mario , Filomena Teodoro M , L. Nunes Isabel
Published: June 2022

The paper presents a study where human decision-making is benchmarked against IS recommendations in a disaster management context. Data collection was done in tabletop exercise sessions where the participants played the role of disaster managers, engaged on decisions scenarios of increasing complexity. Initially, participants were asked to make assignment decisions without any IS advice. Later they were exposed to the advice of the an IS to assess if participants accepted the solutions proposed by the IS as satisficing, considering the explanations provided by the IS. Results suggest that decision-makers tend to rely increasingly in intuition as complexity increases, and welcome the recommendations of IS as satisficing, considering the decision-making process easier with this type of support.
Exploring trust in unmanned systems with the Maritime Unmanned System Trust Game
Authors: De_Rosa Francesca , Strode Christopher
Published: June 2022

The use of Maritime Unmanned Systems (MUS) is a quickly maturing technology, but for some security and defence operations we are still lacking the required doctrinal development, moreover trust in MUS has been identified as one of the main pillars (more like road-block or mitigation) of the adoption of such technology in the short term. Trust in automation and autonomy is an important and complex mental construct, which has been demonstrated to be based on several underpinning factors (e.g., attention capacity, user workload, prior experience, user situational awareness, system behaviour, dependability, reliability, predictability, level of automation, failure rate, false alarms and transparency). With the goal of increasing the understanding of the operational tasks in future environments and steering future scientific developments, we designed the Maritime Unmanned Systems Trust (MUST) Game. The MUST Game is an analytical game which goal is to capture beliefs, attitude and perspectives of the participants with respect to the employment of MUS in maritime applications. This game aims at better understanding the relation between trust factors and MUS in missions. This paper presents the results of the analysis of the data collected through the deployment of the MUST Game in three distributed exercises, where the term distributed refers both to time and location. The game explored how players make decisions with respect to MUS deployments as the scenario threat level increases. This allows to capture important information on the trade-offs related to MUS use having an impact on mission planning activities (e.g., endurance, logistics, maintenance, cost, number of assets, security and type of assets). Additionally to the relative importance of the decision factors, important observations emerged during gameplay relating to: (i) the unique considerations of the use of MUS in maritime operations compared to other domains, (ii) potential barriers and the political component of the use of MUS, (iii) the importance of the human component, (iv) the legal and ethical dimensions (i.e., interaction with commercial shipping), (v) the tendency towards employing mixed (manned and unmanned) forces and (vi) the need for decision support systems. The outcomes of this analysis are expected to contribute to the development of effective decision support systems and to further research efforts conducted in the field.
Ontologies for emergency management
Authors: Correia Anacleto , Simões-Marques Mario , Água Pedro
Published: June 2022

In emergency management (EM), different domain vocabularies are used by distinct specialized actors involved in catastrophes’ response. Ontologies enables information sharing among them. This review of ontologies is an exploratory work aimed at collecting references of already proposed ontologies for the realm of EM; a first step for the proposal of a coherent and integrated architecture for EM ontologies. This work conforms to the PRISMA method and was performed by systematically searching several electronic databases for identifying proposed EM ontologies, published between the period of 1970 to 2021. From a total of 1885 articles identified, 104 articles met the full inclusion criteria for the systematic review. The articles found were classified according to (among other categories) the type of addressed disaster by the ontology, the main focus of the proposed approach, and the methods and techniques adopted. Despite the exploratory nature of this work, the review highlighted underexplored topics, and research gaps, due to the lack of integration of the ontological proposals, which hampers their semantic alignment in a modular architecture of ontologies, amenable of an infrastructure for distributed data sources of the Linked Open Data initiative.