With the capability to significantly preserve the normal brain from radiation-induced toxicities without compromising the efficacy of tumor treatments, irradiation at ultra-high dose rate referred as FLASH-RT provides a genuine therapeutic gain. Here we focus on the current shift towards hypofractionation in clinical practice and demonstrate that such an approach significantly maximizes the benefits of FLASH-RT in an orthotopic mouse model of GBM. While the clinical implementation of FLASH-RT will require modifications to standard practice such as development of FLASH-capable accelerators as well as the adaptation of treatment regimens, there are many potential benefits including: 1) an improved management of radiation resistant tumors for which dose escalation is necessary; 2) an enhanced quality of life of cancer survivors by preventing debilitating side effects; 3) minimized complications associated with organ motion and 4) an alleviated workload and reduced cost of cancer treatments.
Robots are becoming more and more present in our everyday life: they are already used for domestic tasks, for companionship activities, and soon they will be used to assist humans and collaborate with them in their work. Human-robot collaboration has already been studied in the industry, for ergonomics and efficiency purposes, but more from a safety than from an acceptability point of view. In this work, we focused on how people perceive robots in a collaboration task and we proposed to use virtual reality as a simulation environment to test different parameters, by making users collaborate with virtual robots. A simple use case was implemented to compare different robot appearances and different robot movements. Questionnaires and physiological measures were used to assess the acceptability level of each condition with a user study. The results showed that the perception of robot movements depended on robot appearance and that a more anthropomorphic robot, both in its appearance and movements, was not necessarily better accepted by the users in a collaboration task. Finally, this preliminary use case was also the opportunity to guarantee the relevance of using such a methodology -based on virtual reality, questionnaires and physiological measures -for future studies.
This paper focuses on the acceptability of humanrobot collaboration in industrial environments. A use case was designed in which an operator and a robot had to work sideby-side on automotive assembly lines, with different levels of co-presence. This use case was implemented both in a physical and in a virtual situation using virtual reality. A user study was conducted with operators from the automotive industry. The operators were asked to assess the acceptability to work side-by-side with the robot through questionnaires, and physiological measures (heart rate and skin conductance) were taken during the user study. The results showed that working close to the robot imposed more constraints on the operators and required them to adapt to the robot. Moreover, an increase in skin conductance level was observed after working close to the robot. Although no significant difference was found in the questionnaires results between the physical and virtual situations, the increase in physiological measures was significant only in the physical situation. This suggests that virtual reality may be a good tool to assess the acceptability of human-robot collaboration and draw preliminary results through questionnaires, but that physical experiments are still necessary to a complete study, especially when dealing with physiological measures.
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