Head-mounted displays (HMDs) have the potential to greatly impact the surgical field by maintaining sterile conditions in healthcare environments. Google Glass (GG) and Microsoft HoloLens (MH) are examples of optical HMDs. In this comparative survey related to wearable augmented reality (AR) technology in the medical field, we examine the current developments in wearable AR technology, as well as the medical aspects, with a specific emphasis on smart glasses and HoloLens. The authors searched recent articles (between 2017 and 2022) in the PubMed, Web of Science, Scopus, and ScienceDirect databases and a total of 37 relevant studies were considered for this analysis. The selected studies were divided into two main groups; 15 of the studies (around 41%) focused on smart glasses (e.g., Google Glass) and 22 (59%) focused on Microsoft HoloLens. Google Glass was used in various surgical specialities and preoperative settings, namely dermatology visits and nursing skill training. Moreover, Microsoft HoloLens was used in telepresence applications and holographic navigation of shoulder and gait impairment rehabilitation, among others. However, some limitations were associated with their use, such as low battery life, limited memory size, and possible ocular pain. Promising results were obtained by different studies regarding the feasibility, usability, and acceptability of using both Google Glass and Microsoft HoloLens in patient-centric settings as well as medical education and training. Further work and development of rigorous research designs are required to evaluate the efficacy and cost-effectiveness of wearable AR devices in the future.
Background: Augmented reality (AR) is an interactive technology that uses persuasive digital data and real-world surroundings to expand the user's reality, wherein objects are produced by various computer applications. It constitutes a novel advancement in medical care, education, and training. Objective: The aim of this work was to assess how effective AR is in training medical students when compared to other educational methods in terms of skills, knowledge, confidence, performance time, and satisfaction. Methods: We performed a meta-analysis on the effectiveness of AR in medical training that was constructed by using the Cochrane methodology. A web-based literature search was performed by using the Cochrane Library, Web of Science, PubMed, and Embase databases to find studies that recorded the effect of AR in medical training up to April 2021. The quality of the selected studies was assessed by following the Cochrane criteria for risk of bias evaluations. Results: In total, 13 studies with a total of 654 participants were included in the meta-analysis. The findings showed that using AR in training can improve participants' performance time (I2=99.9%; P<.001), confidence (I2=97.7%; P=.02), and satisfaction (I2=99.8%; P=.006) more than what occurs under control conditions. Further, AR did not have any effect on the participants’ knowledge (I2=99.4%; P=.90) and skills (I2=97.5%; P=.10). The meta-regression plot shows that there has been an increase in the number of articles discussing AR over the years and that there is no publication bias in the studies used for the meta-analysis. Conclusions: The findings of this work suggest that AR can effectively improve performance time, satisfaction, and confidence in medical training but is not very effective in areas such as knowledge and skill. Therefore, more AR technologies should be implemented in the field of medical training and education. However, to confirm these findings, more meticulous research with more participants is needed.
1 January 2013 in Lecture Notes in Computer Science
The rapid growth of information technology and communication has make the development of persuasive technology become aggressive. Trust has become one of the crucial elements in persuasive technology apart of credibility. This paper investigated trust in terms of cognitive and affective perception in relationship of human-computer interaction with persuasive technologies particularly in fitness application and educational games on environmental sustainability. A study was conducted with 25 participants for 6 weeks which requires them to use both categories of persuasive technologies. The result shows that the lack of trust problem in using persuasive technology found to be strongly significant. Cognitive trust perception is the main perception that leads users in making trust decision compared to affective trust.
The transfer of knowledge enables local communities to keep up with the current revolution of ICT and later to create a knowledge society. This study reviews knowledge transfer activities to local communities in Labuan through the E-Community Program conducted by the Faculty of Computing and Informatics (FCI), Universiti Malaysia Sabah Labuan International Campus (UMSLIC). The objective of this study is to investigate the trend of selecting and implementing e-community projects. The study was conducted quantitatively and qualitatively towards the e-community project reports as well as discussions between lecturers. The finding shows that graphic design projects are popular e-community projects and school students are the most benefited communities. Impacts, challenges and suggestions for improvements to the program are also discussed.
1 January 2018 in International Journal of Business Information Systems
A wide range of persuasive technologies has been developed for many different issues to assist people in changing their attitude or behaviour. However, whether or not users trust persuasive technology and which trust perception affects them more in making trust decision are yet to be found out. Therefore, this study aimed to examine users' trust level and its trust perceptions using two types of persuasive technologies, for example, health application and educational games on the environmental issues. The questionnaire is used as an instrument to measure trust level and trust perceptions. A pre-and-post-test approach is used to study 25 participants who are required to use both types of persuasive technology concurrently for six weeks. The finding shows that the users' trust is at low-level, indicating a significant lack of trust problem. Cognitive trust dominates the trust decision-making though it is correlated with affective trust.