Neurosurgery is a medical specialty that relies heavily on imaging. The use of computed tomography and magnetic resonance images during preoperative planning and intraoperative surgical navigation is vital to the success of the surgery and positive patient outcome. Augmented reality application in neurosurgery has the potential to revolutionize and change the way neurosurgeons plan and perform surgical procedures in the future. Augmented reality technology is currently commercially available for neurosurgery for simulation and training. However, the use of augmented reality in the clinical setting is still in its infancy. Researchers are now testing augmented reality system prototypes to determine and address the barriers and limitations of the technology before it can be widely accepted and used in the clinical setting.
As the need for sensors increases with the inception of virtual reality, augmented reality and mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices and the Leap Motion Controller. When evaluating the suitability, the authors’ focus was on the state of the art, device comparison, accuracy, precision, existing gesture recognition algorithms and on the price of the devices. The aim of this study is to give an insight whether these devices could substitute more expensive sensors in the industry or on the market. While in general the answer is yes, it is not as easy as it seems: There are significant differences between the devices, even between the two Kinects, such as different measurement ranges, error distributions on each axis and changing depth precision relative to distance.
Future studies should incorporate larger sample sizes and post-intervention follow-up measures.
Abstract. We have designed and evaluated around 10 serious games under the EU Leonardo Transfer of Innovation Project: Game On Extra Time (GOET) project http://goet-proiect.eu/. The project supports people with learning disabilities and additional sensory impairments in getting and keeping a job by helping them to learn, via games-based learning; skills that will help them in their working day. These games help students to learn how to prepare themselves for work, dealing with everyday situations at work, including money management, travelling independently etc. This paper is concerned with the potential of serious games as effective and engaging learning resources for people with intellectual disabilities. In this paper we will address questions related to the design and evaluation of such games, and our design solutions to suit the individual learning needs of our target audiences.
George Boole was the first to describe a formal language for logic reasoning in 1847. The next milestone in artificial intelligence history was in 1936, when Alan M. Turing described the Turing-machine. Warren McCulloch and Walter Pitts created the model of artificial neurons in 1943, and it was in 1944 when J. Neumann and O. Morgenstern determined the theory of decision, which provided a complete and formal frame for specifying the preferences of agents. In 1949 Donald Hebb presented a value changing rule for the connections of the artificial neurons that provide the chance of learning, and Marvin Minsky and Dean Edmonds created the first neural computer in 1951. Artificial intelligence (AI) was born in the summer of 1956, when John McCarthy first defined the term. It was the first time the subject caught the attention of researchers, and it was discussed at a conference at Dartmouth. The next year, the first general problem solver was tested, and one year later, McCarty?regarded as the father of AI?announced the LISP language for creating AI software. Lisp, which stands for list processing, is still used regularly today. Herbert Simon in 1965 stated: “Machines will be capable, within twenty years, of doing any work a man can do.” However, years later scientists realized that creating an algorithm that can do anything a human can do is nearly impossible. Nowadays, AI has a new meaning: creating intelligent agents to help us do our work faster and easier (Russel & Norvig, 2005; McDaniel, 1994; Shirai & Tsujii, 1982; Mitchell, 1996; Schreiber, 1999). Perceptrons was a demonstration of the limits of simple neural networks published by Marvin Minsky and Seymour Papert in 1968. In 1970, the first International Joint Conference on Artificial Intelligence was held in Washington, DC. PROLOG, a new language for generating AI systems, was created by Alain Colmerauer in 1972. In 1983, Johnson Laird, Paul Rosenbloom, and Allen Newell completed CMU dissertations on SOAR.
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