Search Results

Now showing 1 - 4 of 4
  • Item
    Virtual Femoral Palpation Simulation for Interventional Radiology Training
    (The Eurographics Association, 2010) Coles, Timothy R.; Gould, Derek A.; John, Nigel W.; Caldwell, Darwin G.; John Collomosse and Ian Grimstead
    A femoral palpation simulation for training purposes has been developed to simulate the initial steps of the Seldinger technique which is currently neglected in both commercial and academic medical training simulations. The simulation co-locates visual and haptic feedback through the use of an augmented reality video see-through visualisation whilst requiring no headwear to be worn. The visual simulation implements shadowing of the users real hand in the virtual world to increase depth perception, textured deformable tissue and visually realistic cloth, whilst haptic feedback combines both tactile and force feedback based on in-vivo measured force and tactile data. The simulation is a work in progress and is to undergo validation.
  • Item
    Assisting Serious Games Level Design with an Augmented Reality Application and Workflow
    (The Eurographics Association, 2019) Beever, Lee; Pop, Serban; John, Nigel W.; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.
    With the rise in popularity of serious games there is an increasing demand for virtual environments based on real-world locations. Emergency evacuation or fire safety training are prime examples of serious games that would benefit from accurate location depiction together with any application involving personal space. However, creating digital indoor models of real-world spaces is a difficult task and the results obtained by applying current techniques are often not suitable for use in real-time virtual environments. To address this problem, we have developed an application called LevelEd AR that makes indoor modelling accessible by utilizing consumer grade technology in the form of Apple's ARKit and a smartphone. We compared our system to that of a tape measure and a system based on an infra-red depth sensor and application. We evaluated the accuracy and efficiency of each system over four different measuring tasks of increasing complexity. Our results suggest that our application is more accurate than the depth sensor system and as accurate and more time efficient as the tape measure over several tasks. Participants also showed a preference to our LevelEd AR application over the depth sensor system regarding usability. Finally, we carried out a preliminary case study that demonstrates how LevelEd AR can be successfully used as part of current industry workflows for serious games level design.
  • Item
    Airborne Ultrasound Pulse Force Device for Palpation Simulation
    (The Eurographics Association, 2011) Hung, Gary M.; John, Nigel W.; Ian Grimstead and Hamish Carr
    This research is investigating the use of acoustic radiation pressure from ultrasound emitters to produce tactile feedback in medical simulators. An initial application would be to simulate a pulse palpation where the trainee doctor or nurse actively searches for a pulse with their fingers to locate an artery within the body. Our first steps towards achieving this aim are summarised below.
  • Item
    A Fast Inverse Kinematics Solver using Intersection of Circles
    (The Eurographics Association, 2013) Ramachandran, Srinivasan; John, Nigel W.; Silvester Czanner and Wen Tang
    Inverse Kinematics (IK) calculates the joint angles of an articulated object so that its end effector can be positioned as desired. This paper presents an efficient IK method using a geometric solver based on the intersection of circles. For an articulated object with n joints, our method will position the end-effector accurately and requires only a reverse iteration of (n-2). An intuitive user interface is provided, which automatically keeps the end effector between the maximum and minimum extent of the articulated object. Common problems that can occur with other IK methods are avoided. The algorithm has been implemented using WebGL and Javascript and tested by simulating a human hand, a three joint robot arm and human cycling motion, achieving interactive rates of up to 60 FPS