2014
Autores
Pereira, R; Moreira, AHJ; Leite, M; Rodrigues, PL; Queiros, S; Rodrigues, NF; Leao, P; Vilaca, JL;
Publicação
2014 IEEE 3RD INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH)
Abstract
Laparoscopic surgery (LS) has revolutionized traditional surgical techniques introducing minimally invasive procedures for diagnosis and local therapies. LSs have undeniable advantages, such as small patient incisions, reduced postoperative pain and faster recovery. On the other hand, restricted vision of the anatomical target, difficult handling of the surgical instruments, restricted mobility inside the human body, need of dexterity to hand-eye coordination and inadequate and non-ergonomic surgical instruments may restrict LS only to more specialized surgeons. To overcome the referred limitations, this work presents a new robotic surgical handheld system - the EndoRobot. The EndoRobot was designed to be used in clinical practice or even as a surgical simulator. It integrates an electromechanical system with 3 degrees of freedom. Each degree can be manipulated independently and combined with different levels of sensitivity allowing fast and slow movements. As other features, the EndoRobot has battery power or external power supply, enables the use of bipolar radiofrequency to prevent bleeding while cutting and allows plug-and-play of the laparoscopic forceps for rapid exchange. As a surgical simulator, the system was also instrumented to measure and transmit, in real time, its position and orientation for a training software able to monitor and assist the trainee's surgical movements.
2014
Autores
Moreira, AHJ; Queiros, S; Fonseca, J; Rodrigues, PL; Rodrigues, NF; Vilaca, JL;
Publicação
2014 IEEE 3RD INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH)
Abstract
Hand and finger tracking has a major importance in healthcare, for rehabilitation of hand function required due to a neurological disorder, and in virtual environment applications, like characters animation for on-line games or movies. Current solutions consist mostly of motion tracking gloves with embedded resistive bend sensors that most often suffer from signal drift, sensor saturation, sensor displacement and complex calibration procedures. More advanced solutions provide better tracking stability, but at the expense of a higher cost. The proposed solution aims to provide the required precision, stability and feasibility through the combination of eleven inertial measurements units (IMUs). Each unit captures the spatial orientation of the attached body. To fully capture the hand movement, each finger encompasses two units (at the proximal and distal phalanges), plus one unit at the back of the hand. The proposed glove was validated in two distinct steps: a) evaluation of the sensors' accuracy and stability over time; b) evaluation of the bending trajectories during usual finger flexion tasks based on the intra-class correlation coefficient (ICC). Results revealed that the glove was sensitive mainly to magnetic field distortions and sensors tuning. The inclusion of a hard and soft iron correction algorithm and accelerometer and gyro drift and temperature compensation methods provided increased stability and precision. Finger trajectories evaluation yielded high ICC values with an overall reliability within application's satisfying limits. The developed low cost system provides a straightforward calibration and usability, qualifying the device for hand and finger tracking in healthcare and animation industries.
2016
Autores
Torres, HR; Oliveira, B; Queiros, SF; Morais, P; Fonseca, JC; D'hooge, J; Rodrigues, NF; Vilaça, JL;
Publicação
2016 IEEE International Conference on Serious Games and Applications for Health, SeGAH 2016, Orlando, FL, USA, May 11-13, 2016
Abstract
2013
Autores
Torrão, L; Queiros, SF; Teixeira, PM; Vilaça, JL; Rodrigues, NF;
Publicação
IEEE 2nd International Conference on Serious Games and Applications for Health, SeGAH 2013, Vilamoura, Portugal, May 2-3, 2013
Abstract
2022
Autores
Silva, E; Ferreira-Coimbra, J; Oliveira, E; Henriques, M; Rodrigues, NF;
Publicação
SSRN Electronic Journal
Abstract
2022
Autores
Monteiro, R; Rodrigues, NF; Martinho, J; Oliveira, E;
Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
Driven by the high fidelity and low cost of the latest head-mounted devices reaching the consumer market, Virtual Reality (VR) is a technology upon which rests increased expectations for improving education and training outcomes. The unique capacity of VR to produce experiences with high levels of immersion, presence, and interactivity, opens a series of prospects to improve the learning of declarative, procedural, and practical knowledge through a new modality of educational content. This paper explores some of the most promising opportunities of VR through the development and evaluation of Sea of Cells, an immersive VR interactive experience to enhance the learning of the prokaryotic cell. Methodologies to introduce the VR experience, both inside and outside classes, were also explored by analysing assessments from several Portuguese biology teachers. A test pilot made through video demonstration, shows a promising future for VR in education. Despite the physical limitations of the pilot study, due to Covid, after presenting the project to 7 10th grade Biology teachers, it was concluded that VR might be a relevant and innovative tool for educational settings. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
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