Medical images can be intentionally or unintentionally manipulated both within the secure medical system environment and outside, as images are viewed, extracted and transmitted. Many organisations have invested heavily in Picture Archiving and Communication Systems (PACS), which are intended to facilitate data security. However, it is common for images, and records, to be extracted from these for a wide range of accepted practices, such as external second opinion, transmission to another care provider, patient data request, etc. Therefore, confirming trust within medical imaging workflows has become essential. Digital watermarking has been recognised as a promising approach for ensuring the authenticity and integrity of medical images. Authenticity refers to the ability to identify the information origin and prove that the data relates to the right patient. Integrity means the capacity to ensure that the information has not been altered without authorisation. This paper presents a survey of medical images watermarking and offers an evident scene for concerned researchers by analysing the robustness and limitations of various existing approaches. This includes studying the security levels of medical images within PACS system, clarifying the requirements of medical images watermarking and defining the purposes of watermarking approaches when applied to medical images.
Brain tumor segmentation in magnetic resonance imaging (MRI) is considered a complex procedure because of the variability of tumor shapes and the complexity of determining the tumor location, size, and texture. Manual tumor segmentation is a time-consuming task highly prone to human error. Hence, this study proposes an automated method that can identify tumor slices and segment the tumor across all image slices in volumetric MRI brain scans. First, a set of algorithms in the pre-processing stage is used to clean and standardize the collected data. A modified gray-level co-occurrence matrix and Analysis of Variance (ANOVA) are employed for feature extraction and feature selection, respectively. A multi-layer perceptron neural network is adopted as a classifier, and a bounding 3D-box-based genetic algorithm is used to identify the location of pathological tissues in the MRI slices. Finally, the 3D active contour without edge is applied to segment the brain tumors in volumetric MRI scans. The experimental dataset consists of 165 patient images collected from the MRI Unit of Al-Kadhimiya Teaching Hospital in Iraq. Results of the tumor segmentation achieved an accuracy of 89% ± 4.7% compared with manual processes.
Supporting a wide set of linked non-verbal resources remains an evergreen challenge for communication technology, limiting effectiveness in many applications. Interpersonal distance, gaze, posture and facial expression, are interpreted together to manage and add meaning to most conversations. Yet today's technologies favor some above others. This induces confusion in conversations, and is believed to limit both feelings of togetherness and trust, and growth of empathy and rapport. Solving this problem will allow technologies to support most rather than a few interactional scenarios. It is likely to benefit teamwork and team cohesion, distributed decision-making and health and wellbeing applications such as tele-therapy, tele-consultation, and isolation. We introduce withyou, our telepresence research platform. This paper describes the end-to-end system including the psychology of human interaction and how this drives requirements throughout the design and implementation. Our technology approach is to combine the winning characteristics of video conferencing and immersive collaborative virtual environments. This is to allow, for example, people walking past each other to exchange a glance and smile. A systematic explanation of the theory brings together the linked nature of non-verbal communication and how it is influenced by technology. This leads to functional requirements for telepresence, in terms of the balance of visual, spatial and temporal qualities. The first end-to-end description of withyou describes all major processes and the display and capture environment. An unprecedented characterization of our approach is given in terms of the above qualities and what influences them. This leads to non-functional requirements in terms of number and place of cameras and the avoidance of resultant bottlenecks. Proposals are given for improved distribution of processes across networks, computers, and multi-core CPU and GPU. Simple conservative estimation shows that both approaches should meet our requirements. One is implemented and shown to meet minimum and come close to desirable requirements.
What is the minimum amount of simulated breast movement required for visual detection of blurring? An exploratory investigation. Br J Radiol 2015; 88: 20150126.
The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to within the accuracies that underpin social interaction; and reliably across gaze poses and camera arrangements likely in every day settings. The scene is set by explaining why Immersive Virtuality Telepresence has the potential to meet the grand challenge of faithfully communicating both the appearance and the focus of attention of a remote human participant within a shared 3D computer-supported context. Within the experiment n=22 participants rotated static 3D virtuality humans, reconstructed from surround images, until they felt most looked at. The dependent variable was absolute angular error, which was compared to that underpinning social gaze behaviour in the natural world. Independent variables were 1) relative orientations of eye, head and body of captured subject; and 2) subset of cameras used to texture the form. Analysis looked for statistical and practical significance and qualitative corroborating evidence. The analysed results tell us much about the importance and detail of the relationship between gaze pose, method of video based reconstruction, and camera arrangement. They tell us that virtuality can reproduce gaze to an accuracy useful in social interaction, but with the adopted method of Video Based Reconstruction, this is highly dependent on combination of gaze pose and camera arrangement. This suggests changes in the VBR approach in order to allow more flexible camera arrangements. The work is of interest to those wanting to support expressive meetings that are both socially and spatially situated, and particular those using or building Immersive Virtuality Telepresence to accomplish this. It is also of relevance to the use of virtuality humans in applications ranging from the study of human interactions to gaming and the crossing of the stage line in films and TV.
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