Pulmonary embolism(PE)is one of the fatal heart attacks,and lower limbs deep vein thrombosis(DVT)is the most common reason for PE.Inferior vena cava filter(IVCF)implantation is a most prevention for PE.But it may carr...Pulmonary embolism(PE)is one of the fatal heart attacks,and lower limbs deep vein thrombosis(DVT)is the most common reason for PE.Inferior vena cava filter(IVCF)implantation is a most prevention for PE.But it may carry a high risk of injury because of the radiation and contrast agent.Patients with nephrotic syndrome(NS)or some other renal diseases may prone to thrombosis due to the excretion of protein C and protein S overmuch.So,it is necessary to develop a new therapy without contrast agent.Mixed-reality(MR)is a new technology as a guidance of inferior vena cava filter implantation exposed under no X-ray and required no contrast agent.展开更多
We advanced an emerging federated learning technology in city intelligentization for tackling a real challenge-to learn damaged objects in aerial videos.Ameta-learning system was integrated with the fuzzy broad learni...We advanced an emerging federated learning technology in city intelligentization for tackling a real challenge-to learn damaged objects in aerial videos.Ameta-learning system was integrated with the fuzzy broad learning system to further develop the theory of federated learning.Both the mixed picture set of aerial video segmentation and the 3D-reconstructed mixed-reality data were employed in the performance of the broad federated meta-learning system.The study results indicated that the object classification accuracy is up to 90%and the average time cost in damage detection is only 0.277 s.Consequently,the broad federated meta-learning system is efficient and effective in detecting damaged objects in aerial videos.展开更多
Mixed reality technology has been increasingly used for navigation.While most MR-based navigation systems are currently based on hand-held devices,for example,smartphones,headmounted MR devices have become more and mo...Mixed reality technology has been increasingly used for navigation.While most MR-based navigation systems are currently based on hand-held devices,for example,smartphones,headmounted MR devices have become more and more popular in navigation.Much research has been conducted to investigate the navigation experience in MR.However,it is still unclear how ordinary users react to the first-person view and FOV(field of view)-limited navigation experience,especially in terms of spatial learning.In our study,we investigate how visualization in MR navigation affects spatial learning.More specifically,we test two related hypotheses:incorrect virtual information can lead users into incorrect spatial learning,and the visualization style of direction can influence users’spatial learning and experience.We designed a user interface in Microsoft HoloLens 2 and conducted a user study with 40 participants.The user study consists of a walking session in which users wear Microsoft HoloLens 2 to navigate to an unknown destination,pre-and post-walking questionnaires,sketch map drawing,and a semi-structured interview about the user interface design.The results provide preliminary confirmation that users’spatial learning can be misled by incorrect information,even in a small study area,but this misleading effect can be compensated by considerate visualization,for example,including lines instead of using only arrows as direction indicators.Arrows with or without lines as two visualization alternatives also influenced the user’s spatial learning and evaluation of the designed elements.Besides,the study shows that users’preferences for navigation interfaces are diverse,and an adaptable interface should be provided.The results contribute to the design of head-mounted MR-based navigation interfaces and the application of MR in navigation in general.展开更多
The nature-culture divide,a longstanding conceptual separation between human beings and the natural environment,is increasingly challenged by the pressing need to address climate change.This urgency calls for design a...The nature-culture divide,a longstanding conceptual separation between human beings and the natural environment,is increasingly challenged by the pressing need to address climate change.This urgency calls for design approaches that can synthesise social and sustainable aspects,creating environmental-user-centric solutions.Our study aimed to bridge this divide by exploring the integration of digital and human crafts,with a focus on wood upcycling furniture as a case study.It investigates the flow of design information,creating an interactive feedback loop between physical and digital domains.To ensure the workflow aligns with stakeholder needs,the study engages professionals interdisciplinarily,including designers,informaticists,and engineers,to collectively test and reflect on the process.The proposed pipeline was then compared with the collaborative pipeline that emerged,incorporating stakeholder perspective to refine the system design.The resulting workflow embraced 3D scanning,AIdriven design generation,VR user scenario simulation,and AR-assisted physical fabrication.The digital and physical furniture prototypes suggest new avenues for design informatics by synthesising objective mathematical decisions with subjective semiotic inputs.By exploring the integration of human and machine crafts in the co-creation process,the reflections contribute to sustainable urban and community construction(SDG 11),revealing potentials for scalability in architectural production.展开更多
基金supported by Capital Clinical Application Research Project(No.Z181100001718042)
文摘Pulmonary embolism(PE)is one of the fatal heart attacks,and lower limbs deep vein thrombosis(DVT)is the most common reason for PE.Inferior vena cava filter(IVCF)implantation is a most prevention for PE.But it may carry a high risk of injury because of the radiation and contrast agent.Patients with nephrotic syndrome(NS)or some other renal diseases may prone to thrombosis due to the excretion of protein C and protein S overmuch.So,it is necessary to develop a new therapy without contrast agent.Mixed-reality(MR)is a new technology as a guidance of inferior vena cava filter implantation exposed under no X-ray and required no contrast agent.
基金This research was funded by the Strategic Priority Research Program of Chinese Academy of Sciences(XDA20060303)the National Natural Science Foundation of China(41571299)the High-Level Base-Building Project for Industrial Technology Innovation(1021GN204005-A06).
文摘We advanced an emerging federated learning technology in city intelligentization for tackling a real challenge-to learn damaged objects in aerial videos.Ameta-learning system was integrated with the fuzzy broad learning system to further develop the theory of federated learning.Both the mixed picture set of aerial video segmentation and the 3D-reconstructed mixed-reality data were employed in the performance of the broad federated meta-learning system.The study results indicated that the object classification accuracy is up to 90%and the average time cost in damage detection is only 0.277 s.Consequently,the broad federated meta-learning system is efficient and effective in detecting damaged objects in aerial videos.
基金supported by the China Scholarship Council[Grant No.201806040219 and Grant No.202006040025]。
文摘Mixed reality technology has been increasingly used for navigation.While most MR-based navigation systems are currently based on hand-held devices,for example,smartphones,headmounted MR devices have become more and more popular in navigation.Much research has been conducted to investigate the navigation experience in MR.However,it is still unclear how ordinary users react to the first-person view and FOV(field of view)-limited navigation experience,especially in terms of spatial learning.In our study,we investigate how visualization in MR navigation affects spatial learning.More specifically,we test two related hypotheses:incorrect virtual information can lead users into incorrect spatial learning,and the visualization style of direction can influence users’spatial learning and experience.We designed a user interface in Microsoft HoloLens 2 and conducted a user study with 40 participants.The user study consists of a walking session in which users wear Microsoft HoloLens 2 to navigate to an unknown destination,pre-and post-walking questionnaires,sketch map drawing,and a semi-structured interview about the user interface design.The results provide preliminary confirmation that users’spatial learning can be misled by incorrect information,even in a small study area,but this misleading effect can be compensated by considerate visualization,for example,including lines instead of using only arrows as direction indicators.Arrows with or without lines as two visualization alternatives also influenced the user’s spatial learning and evaluation of the designed elements.Besides,the study shows that users’preferences for navigation interfaces are diverse,and an adaptable interface should be provided.The results contribute to the design of head-mounted MR-based navigation interfaces and the application of MR in navigation in general.
文摘The nature-culture divide,a longstanding conceptual separation between human beings and the natural environment,is increasingly challenged by the pressing need to address climate change.This urgency calls for design approaches that can synthesise social and sustainable aspects,creating environmental-user-centric solutions.Our study aimed to bridge this divide by exploring the integration of digital and human crafts,with a focus on wood upcycling furniture as a case study.It investigates the flow of design information,creating an interactive feedback loop between physical and digital domains.To ensure the workflow aligns with stakeholder needs,the study engages professionals interdisciplinarily,including designers,informaticists,and engineers,to collectively test and reflect on the process.The proposed pipeline was then compared with the collaborative pipeline that emerged,incorporating stakeholder perspective to refine the system design.The resulting workflow embraced 3D scanning,AIdriven design generation,VR user scenario simulation,and AR-assisted physical fabrication.The digital and physical furniture prototypes suggest new avenues for design informatics by synthesising objective mathematical decisions with subjective semiotic inputs.By exploring the integration of human and machine crafts in the co-creation process,the reflections contribute to sustainable urban and community construction(SDG 11),revealing potentials for scalability in architectural production.