Cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we present two user studies conducted with a working prototype of a multi-touch steering wheel. In the first, we developed a user-defined steering wheel gesture set, and in the second, we applied the identified gestures and compared their application to conventional user interaction with infotainment systems in terms of driver distraction. The main outcome was that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel.
In this paper, we present the novel concept of ephemeral user interfaces. Ephemeral user interfaces contain at least one user interface (UI) element that is intentionally created to last for a limited time only and typically incorporate materials that evoke a rich and multisensory perception, such as water, fire, soap bubbles or plants. We characterize the term "ephemeral user interface" and, based on a review of existing user interfaces that fall into this research area but have not been discussed under one common term before, we present a design space for ephemeral user interfaces providing a terminology for (a) materials for ephemeral UI elements, (b) interaction and (c) aspects of ephemerality. This paper contributes to the ongoing research on materiality of user interfaces as well as on conceptualizing visionary interaction styles with novel materials.
Augmented sandboxes have been used as playful and educative tools to create, explore and understand complex models. However, current solutions lack interactive capabilities, missing more immersive experiences such as exploring the sand landscape from a first person perspective. We extend the interaction space of augmented sandboxes into virtual reality (VR) to offer a VR-environment that contains a landscape, which the user designs via interacting with real sand while wearing a virtual reality head-mounted display (HMD). In this paper, we present our current VR-sandbox system consisting of a box with sand, triple Kinect depth sensing, a virtual reality HMD, and hand tracking, as well as an interactive world simulation use case for exploration and evaluation. Our work explores the important and timely topics how to integrate rich haptic interaction with natural materials into VR and how to track and present real physical materials in VR. In a qualitative evaluation with nine experts from computer graphics, game design, and didactics we identified potentials, limitations as well as future application scenarios.
PurposeFor complex cases, preoperative surgical planning is a standard procedure to ensure patient safety and keep the surgery time to a minimum. Based on the available information, such as MRI or CT images, and prior anatomical knowledge the surgeons create their own mental 3D model of the organ of interest. This is challenging, requires years of training and an inherent uncertainty remains even for experienced surgeons.GoalVirtual reality (VR) is by nature excellent in showing spatial relationships through its stereoscopic displays. Therefore, it is well suited to be used to support the understanding of individual anatomy of patient-specific 3D organ models generated from MRI or CT data. Utilizing this potential, we developed a VR surgical planning tool that provides a 3D view of the medical data for better spatial understanding and natural interaction with the data in 3D space. Following a user-centered design process, in this first user study, we focus on usability, usefulness, and target audience feedback. Thereby, we also investigate the individual impact the tool and the 3D presentation of the organ have on the understanding of the 3D structures for the surgical team.MethodsWe employed the VR prototype for surgical planning using a standard VR setup to two real cases of patients with liver tumors who were scheduled for surgery at a University Hospital for Visceral Surgery. Surgeons (N = 4) used the VR prototype before the surgery to plan the procedure in addition to their regular planning process. We used semi-structured interviews before and after the surgery to explore the benefits and pitfalls of VR surgical planning.ResultsThe participants used on average 14.3 min (SD = 3.59) to plan the cases in VR. The reported usability was good. Results from the interviews and observations suggest that planning in VR can be very beneficial for surgeons. They reported an improved spatial understanding of the individual anatomical structures and better identification of anatomical variants. Additionally, as the surgeons mentioned an improved recall of the information and better identification of surgical relevant structures, the VR tool has the potential to improve the surgery and patient safety.
BackgroundPatients with newly diagnosed early stage prostate cancer (PCa) face a difficult choice of different treatment options with curative intention. They must consider both goals of optimising quantity and quality of life. The quality of life (QoL) is a psychometric outcome which is measured using validated questionnaires. Only few data are published concerning pre - and postoperative QoL.MethodsThis study investigated pre perative QoL of 185 patients who consecutively underwent open radical retropubic prostatectomy for organ-confined PCa to postoperative QoL of another 185 patients. The EORTC QLQ-C30, EORTC QLQPR25 module and 24 h ICS pad test were used (mean follow-up 28.6 months).ResultsThe examined symptom scores of the EORTC QLQ-PR25 were on lowest level. In the dyspnoea symptom score differences of age emerged: the amount of patients who are short of breath rose significantly in older patients after surgery (p < 0.05 paired, two-tailed student's t-test).. Lastly, the urinary symptom score was found postal-therapeutically low; this fact was age independent. The results of sexual symptom score need to be taken into consideration, since prostatectomy resulted in a significant reduction of sexual activity independent of age. All functioning scales postoperatively reached high values without significant changes (p > 0.05 student's t-test ), which implies a high QoL after surgery. A reliable and satisfying status of continence was found in our patients after retropubic prostatectomy. A high rate of patients (89.2%) would choose retropubic prostatectomy again.ConclusionRetropubic prostatectomy represents a reliable and accepted procedure in the treatment of organ-confined PCa. For the first time it could be shown that patients` QoL remained on a high level after retropubic prostatectomy. Nevertheless, the primary avoidance or postoperative therapy of erectile dysfunction should be in the focus of surgeons.
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