Displaying publications 1 - 20 of 74 in total

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  1. Fadzli FE, Ismail AW, Abd Karim Ishigaki S
    PLoS One, 2023;18(11):e0287155.
    PMID: 37967080 DOI: 10.1371/journal.pone.0287155
    Real-time three-dimensional (3D) reconstruction of real-world environments has many significant applications in various fields, including telepresence technology. When depth sensors, such as those from Microsoft's Kinect series, are introduced simultaneously and become widely available, a new generation of telepresence systems can be developed by combining a real-time 3D reconstruction method with these new technologies. This combination enables users to engage with a remote person while remaining in their local area, as well as control remote devices while viewing their 3D virtual representation. There are numerous applications in which having a telepresence experience could be beneficial, including remote collaboration and entertainment, as well as education, advertising, and rehabilitation. The purpose of this systematic literature review is to analyze the recent advances in 3D reconstruction methods for telepresence systems and the significant related work in this field. Next, we determine the input data and the technological device employed to acquire the input data, which will be utilized in the 3D reconstruction process. The methods of 3D reconstruction implemented in the telepresence system as well as the evaluation of the system, have been extracted and assessed from the included studies. Through the analysis and summarization of many dimensions, we discussed the input data used for the 3D reconstruction method, the real-time 3D reconstruction methods implemented in the telepresence system, and how to evaluate the system. We conclude that real-time 3D reconstruction methods for telepresence systems have progressively improved over the years in conjunction with the advancement of machines and devices such as Red Green Blue-Depth (RGB-D) cameras and Graphics Processing Unit (GPU).
    Matched MeSH terms: User-Computer Interface*
  2. Abu Hasan R, Sulaiman S, Ashykin NN, Abdullah MN, Hafeez Y, Ali SSA
    Sensors (Basel), 2021 Jul 18;21(14).
    PMID: 34300624 DOI: 10.3390/s21144885
    Adults are constantly exposed to stressful conditions at their workplace, and this can lead to decreased job performance followed by detrimental clinical health problems. Advancement of sensor technologies has allowed the electroencephalography (EEG) devices to be portable and used in real-time to monitor mental health. However, real-time monitoring is not often practical in workplace environments with complex operations such as kindergarten, firefighting and offshore facilities. Integrating the EEG with virtual reality (VR) that emulates workplace conditions can be a tool to assess and monitor mental health of adults within their working environment. This paper evaluates the mental states induced when performing a stressful task in a VR-based offshore environment. The theta, alpha and beta frequency bands are analysed to assess changes in mental states due to physical discomfort, stress and concentration. During the VR trials, mental states of discomfort and disorientation are observed with the drop of theta activity, whilst the stress induced from the conditional tasks is reflected in the changes of low-alpha and high-beta activities. The deflection of frontal alpha asymmetry from negative to positive direction reflects the learning effects from emotion-focus to problem-solving strategies adopted to accomplish the VR task. This study highlights the need for an integrated VR-EEG system in workplace settings as a tool to monitor and assess mental health of working adults.
    Matched MeSH terms: User-Computer Interface
  3. Abdo A, Salim N
    J Chem Inf Model, 2011 Jan 24;51(1):25-32.
    PMID: 21155550 DOI: 10.1021/ci100232h
    Many of the conventional similarity methods assume that molecular fragments that do not relate to biological activity carry the same weight as the important ones. One possible approach to this problem is to use the Bayesian inference network (BIN), which models molecules and reference structures as probabilistic inference networks. The relationships between molecules and reference structures in the Bayesian network are encoded using a set of conditional probability distributions, which can be estimated by the fragment weighting function, a function of the frequencies of the fragments in the molecule or the reference structure as well as throughout the collection. The weighting function combines one or more fragment weighting schemes. In this paper, we have investigated five different weighting functions and present a new fragment weighting scheme. Later on, these functions were modified to combine the new weighting scheme. Simulated virtual screening experiments with the MDL Drug Data Report (23) and maximum unbiased validation data sets show that the use of new weighting scheme can provide significantly more effective screening when compared with the use of current weighting schemes.
    Matched MeSH terms: User-Computer Interface*
  4. Abdo A, Salim N
    ChemMedChem, 2009 Feb;4(2):210-8.
    PMID: 19072820 DOI: 10.1002/cmdc.200800290
    Many methods have been developed to capture the biological similarity between two compounds for use in drug discovery. A variety of similarity metrics have been introduced, the Tanimoto coefficient being the most prominent. Many of the approaches assume that molecular features or descriptors that do not relate to the biological activity carry the same weight as the important aspects in terms of biological similarity. Herein, a novel similarity searching approach using a Bayesian inference network is discussed. Similarity searching is regarded as an inference or evidential reasoning process in which the probability that a given compound has biological similarity with the query is estimated and used as evidence. Our experiments demonstrate that the similarity approach based on Bayesian inference networks is likely to outperform the Tanimoto similarity search and offer a promising alternative to existing similarity search approaches.
    Matched MeSH terms: User-Computer Interface*
  5. Abdo A, Chen B, Mueller C, Salim N, Willett P
    J Chem Inf Model, 2010 Jun 28;50(6):1012-20.
    PMID: 20504032 DOI: 10.1021/ci100090p
    A Bayesian inference network (BIN) provides an interesting alternative to existing tools for similarity-based virtual screening. The BIN is particularly effective when the active molecules being sought have a high degree of structural homogeneity but has been found to perform less well with structurally heterogeneous sets of actives. In this paper, we introduce an alternative network model, called a Bayesian belief network (BBN), that seeks to overcome this limitation of the BIN approach. Simulated virtual screening experiments with the MDDR, WOMBAT and MUV data sets show that the BIN and BBN methods allow effective screening searches to be carried out. However, the results obtained are not obviously superior to those obtained using a much simpler approach that is based on the use of the Tanimoto coefficient and of the square roots of fragment occurrence frequencies.
    Matched MeSH terms: User-Computer Interface*
  6. Hashmi ZI, Abidi SS, Cheah YN
    PMID: 15460764
    Initiatives in healthcare knowledge management have provided some interesting solutions for the implementation of large-scale information repositories vis-à-vis the implementation of Healthcare Enterprise Memories (HEM). In this paper, we present an agent-based Intelligent Healthcare Information Assistant (IHIA) for dynamic information gathering, filtering and adaptation from a HEM comprising an amalgamation of (i) databases storing empirical knowledge, (ii) case-bases storing experiential knowledge, (iii) scenario-bases storing tacit knowledge and (iv) document-bases storing explicit knowledge. The featured work leverages intelligent agents and medical ontologies for autonomous HEM-wide navigation, approximate content matching, inter- and intra-repositories content correlation and information adaptation to meet the user's information request. We anticipate that the use of IHIA will empower healthcare stakeholders to actively communicate with an 'information/knowledge-rich' HEM and will be able to retrieve with ease 'useful' task-specific information via the presentation of cognitively intuitive queries.
    Matched MeSH terms: User-Computer Interface
  7. Win, Lai Lai, Faieza Abdul Aziz, Abdul Aziz Hairuddin, Lili Nurliyana Abdullah, Jen, Yap Hwa, Saito, Hideo, et al.
    MyJurnal
    Education needs to change working life in order to improve and ensure the latest technology has been adopted to cater the new era of industrial revolution. To reach this, a technological-oriented education is required for students. In this section, Virtual Reality (VR) technology is useful to get empirical experience in tertiary education. Moreover, virtual world provides a hazard-free and explorative learning experience. This paper reviews the application of VR in engineering education. This work also covers the usage of VR application which begins with the history of VR application, reasons of VR in education, key elements for immersive VR collaboration, and types of VR systems. The input / output devices which involved in VR systems were also discussed. This paper also reviews VR systems classification and usage of VR in education systems. VR in design application was finally reviewed followed by the advantages and disadvantages of VR systems and VR hardware. The last section provides future trends and conclusion.
    Matched MeSH terms: User-Computer Interface
  8. Chen AH, Rosli SA, Ahmad A, Moore BD
    Med J Malaysia, 2024 Mar;79(Suppl 1):140-147.
    PMID: 38555899
    INTRODUCTION: Vision screening has been initiated to detect potential vision problems, paving referral pathways towards a full eye examination. Time-cost-labour practicality challenges of equipment-based vision screening have lingered for decades. Going for the highest sensitivity and specificity or opting for a pragmatic and affordable vision screening program remains a dilemma in public eye health. We aimed to report the development of a new online and equipment-free vision screening called Eye: Questionnairebased Vision Screening (EyeQVS). We also analysed the visual profile of Orang Bateq resided in a remote locality, using findings from EyeQVS, single test vision screening and full eye examination.

    MATERIALS AND METHODS: Multi-perspective development strategies were employed in designing EyeQVS. The questionnaire items were constructed using the working backward technique, compiling common vision disorders from the literature and face validation using expert panels. Face validation and usability assessment were performed on EyeQVS. The vision screening was carried out using EyeQVS and single test visual acuity screening method. The full eye examination included visual acuity, refraction, binocular vision and ocular health assessment. The visual profile of indigenous people (Orang Bateq) at Kampung Bengoi and Kampung Atok, Jerantut, Pahang was analysed using EyeQVS, single test visual acuity screening method and full eye examination.

    RESULTS: The performance of EyeQVS was affirmative in both face validation and usability. About 95% of Orang Bateq failed full eye examination, while 55% failed EyeQVS screening. None of them failed single test vision screening. Binocular disorders and dry eye problems were commonly found in Orang Bateq. EyeQVS unearthed more various vision problems compared to the single test vision screening (visual acuity alone) as a screening tool in a remote location.

    CONCLUSION: EyeQVS can screen for binocular disorders and dry eyes problem commonly found among indigenous people, which might be missed using a single-test visual acuity screening approach. EyeQVS is a practical alternative for vision screening in places where financial or location hinders eye healthcare access.

    Matched MeSH terms: User-Computer Interface
  9. Lam CK, Sundaraj K, Sulaiman MN
    Medicina (Kaunas), 2013;49(1):1-8.
    PMID: 23652710
    The aim of this study was to review the capability of virtual reality simulators in the application of phacoemulsification cataract surgery training. Our review included the scientific publications on cataract surgery simulators that had been developed by different groups of researchers along with commercialized surgical training products, such as EYESI® and PhacoVision®. The review covers the simulation of the main cataract surgery procedures, i.e., corneal incision, capsulorrhexis, phacosculpting, and intraocular lens implantation in various virtual reality surgery simulators. Haptics realism and visual realism of the procedures are the main elements in imitating the actual surgical environment. The involvement of ophthalmology in research on virtual reality since the early 1990s has made a great impact on the development of surgical simulators. Most of the latest cataract surgery training systems are able to offer high fidelity in visual feedback and haptics feedback, but visual realism, such as the rotational movements of an eyeball with response to the force applied by surgical instruments, is still lacking in some of them. The assessment of the surgical tasks carried out on the simulators showed a significant difference in the performance before and after the training.
    Matched MeSH terms: User-Computer Interface*
  10. Chan FY, Khalid HM
    Ergonomics, 2003 Oct-Nov;46(13-14):1386-407.
    PMID: 14612327
    Usability and affective issues of using automatic speech recognition technology to interact with an automated teller machine (ATM) are investigated in two experiments. The first uncovered dialogue patterns of ATM users for the purpose of designing the user interface for a simulated speech ATM system. Applying the Wizard-of-Oz methodology, multiple mapping and word spotting techniques, the speech driven ATM accommodates bilingual users of Bahasa Melayu and English. The second experiment evaluates the usability of a hybrid speech ATM, comparing it with a simulated manual ATM. The aim is to investigate how natural and fun can talking to a speech ATM be for these first-time users. Subjects performed the withdrawal and balance enquiry tasks. The ANOVA was performed on the usability and affective data. The results showed significant differences between systems in the ability to complete the tasks as well as in transaction errors. Performance was measured on the time taken by subjects to complete the task and the number of speech recognition errors that occurred. On the basis of user emotions, it can be said that the hybrid speech system enabled pleasurable interaction. Despite the limitations of speech recognition technology, users are set to talk to the ATM when it becomes available for public use.
    Matched MeSH terms: User-Computer Interface*
  11. Kolivand H, Billinghurst M, Sunar MS
    PLoS One, 2016;11(12):e0166424.
    PMID: 27930663 DOI: 10.1371/journal.pone.0166424
    To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems.
    Matched MeSH terms: User-Computer Interface*
  12. González-Briones A, Chamoso P, Yoe H, Corchado JM
    Sensors (Basel), 2018 Mar 14;18(3).
    PMID: 29538351 DOI: 10.3390/s18030861
    The gradual depletion of energy resources makes it necessary to optimize their use and to reuse them. Although great advances have already been made in optimizing energy generation processes, many of these processes generate energy that inevitably gets wasted. A clear example of this are nuclear, thermal and carbon power plants, which lose a large amount of energy that could otherwise be used for different purposes, such as heating greenhouses. The role of GreenVMAS is to maintain the required temperature level in greenhouses by using the waste energy generated by power plants. It incorporates a case-based reasoning system, virtual organizations and algorithms for data analysis and for efficient interaction with sensors and actuators. The system is context aware and scalable as it incorporates an artificial neural network, this means that it can operate correctly even if the number and characteristics of the greenhouses participating in the case study change. The architecture was evaluated empirically and the results show that the user's energy bill is greatly reduced with the implemented system.
    Matched MeSH terms: User-Computer Interface
  13. Rashid NSA, Chen XW, Mohamad Marzuki MF, Takshe AA, Okasha A, Maarof F, et al.
    Int J Environ Res Public Health, 2022 Sep 20;19(19).
    PMID: 36231181 DOI: 10.3390/ijerph191911880
    The impact of dementia on caregivers is complex and multi-dimensional. In low- and middle-income settings, caregivers are often left without adequate support, despite their multiple needs. These include health information, caregiving skills, social and emotional support, and access to local resources-all of which can be partially fulfilled by technology. In recent years, mobile apps have emerged and proven useful for caregivers. We found a few existing apps suitable for Malaysian users in terms of affordability and cultural and linguistic compatibility. Our study aims to design a mobile app that suits dementia caregivers in Malaysia and consists of three phases. Phase I is content development that employs Focus Group Discussion (FGD) and Nominal Group Technique (NGT) involving field experts. Phase II comprises a mobile app (Demensia KITA) designed in collaboration with a software developer specializing in mobile health apps. Phase III entails testing the usability of the app using the Malay version of the mHealth App Usability Questionnaire (M-MAUQ). This study protocol elaborates on the rigorous steps of designing a mobile app and testing its usability, along with anticipated challenges. Our protocol will provide insight for future researchers, healthcare providers, and policymakers and pave the way for better use of digital technology in the field of aging and caregiving.
    Matched MeSH terms: User-Computer Interface
  14. Jeyabalan V, Samraj A, Loo CK
    Comput Methods Biomech Biomed Engin, 2010 Oct;13(5):617-23.
    PMID: 20336561 DOI: 10.1080/10255840903405678
    Aiming at the implementation of brain-machine interfaces (BMI) for the aid of disabled people, this paper presents a system design for real-time communication between the BMI and programmable logic controllers (PLCs) to control an electrical actuator that could be used in devices to help the disabled. Motor imaginary signals extracted from the brain’s motor cortex using an electroencephalogram (EEG) were used as a control signal. The EEG signals were pre-processed by means of adaptive recursive band-pass filtrations (ARBF) and classified using simplified fuzzy adaptive resonance theory mapping (ARTMAP) in which the classified signals are then translated into control signals used for machine control via the PLC. A real-time test system was designed using MATLAB for signal processing, KEP-Ware V4 OLE for process control (OPC), a wireless local area network router, an Omron Sysmac CPM1 PLC and a 5 V/0.3A motor. This paper explains the signal processing techniques, the PLC's hardware configuration, OPC configuration and real-time data exchange between MATLAB and PLC using the MATLAB OPC toolbox. The test results indicate that the function of exchanging real-time data can be attained between the BMI and PLC through OPC server and proves that it is an effective and feasible method to be applied to devices such as wheelchairs or electronic equipment.
    Matched MeSH terms: User-Computer Interface
  15. Zaidi SZ, Abidi SS, Manickam S
    PMID: 15460713
    This paper presents a case for an intelligent agent based framework for knowledge discovery in a distributed healthcare environment comprising multiple heterogeneous healthcare data repositories. Data-mediated knowledge discovery, especially from multiple heterogeneous data resources, is a tedious process and imposes significant operational constraints on end-users. We demonstrate that autonomous, reactive and proactive intelligent agents provide an opportunity to generate end-user oriented, packaged, value-added decision-support/strategic planning services for healthcare professionals, manages and policy makers, without the need for a priori technical knowledge. Since effective healthcare is grounded in good communication, experience sharing, continuous learning and proactive actions, we use intelligent agents to implement an Agent based Data Mining Infostructure that provides a suite of healthcare-oriented decision-support/strategic planning services.
    Matched MeSH terms: User-Computer Interface
  16. Swift RV, Jusoh SA, Offutt TL, Li ES, Amaro RE
    J Chem Inf Model, 2016 05 23;56(5):830-42.
    PMID: 27097522 DOI: 10.1021/acs.jcim.5b00684
    Ensemble docking can be a successful virtual screening technique that addresses the innate conformational heterogeneity of macromolecular drug targets. Yet, lacking a method to identify a subset of conformational states that effectively segregates active and inactive small molecules, ensemble docking may result in the recommendation of a large number of false positives. Here, three knowledge-based methods that construct structural ensembles for virtual screening are presented. Each method selects ensembles by optimizing an objective function calculated using the receiver operating characteristic (ROC) curve: either the area under the ROC curve (AUC) or a ROC enrichment factor (EF). As the number of receptor conformations, N, becomes large, the methods differ in their asymptotic scaling. Given a set of small molecules with known activities and a collection of target conformations, the most resource intense method is guaranteed to find the optimal ensemble but scales as O(2(N)). A recursive approximation to the optimal solution scales as O(N(2)), and a more severe approximation leads to a faster method that scales linearly, O(N). The techniques are generally applicable to any system, and we demonstrate their effectiveness on the androgen nuclear hormone receptor (AR), cyclin-dependent kinase 2 (CDK2), and the peroxisome proliferator-activated receptor δ (PPAR-δ) drug targets. Conformations that consisted of a crystal structure and molecular dynamics simulation cluster centroids were used to form AR and CDK2 ensembles. Multiple available crystal structures were used to form PPAR-δ ensembles. For each target, we show that the three methods perform similarly to one another on both the training and test sets.
    Matched MeSH terms: User-Computer Interface
  17. Sattar MU, Palaniappan S, Lokman A, Shah N, Riaz Z, Khalid U
    J Pak Med Assoc, 2021 Jul;71(7):1730-1735.
    PMID: 34410236 DOI: 10.5455/JPMA.22992
    OBJECTIVE: To investigate the effects of design parameters on the user experience of virtual reality medical training.

    Methods: The quantitative study was conducted at Punjab (Pakistan) from July 2018 to October 2018, and comprised final year students from eight medical colleges in Pakistan. Each respondent was given to experience laparoscopy operation in text, video and virtual reality-based learning methodologies. User experience and usefulness was assessed against a pre-validated scale and compared with the three learning methodologies.

    RESULTS: Of the 87, students, 50(57.5%) were male and 37(42.5%) were female. The overall mean age was 22.5±4 years. Result of virtual reality was better than others (p<0.05). Data was analysed using SPSS 20.

    CONCLUSIONS: Virtual reality-based learning provided better user experience than traditional learning methodologies.

    Matched MeSH terms: User-Computer Interface
  18. Yap, H.J., Tan, C.H., Sivadas, C.S., Wan, W.L., Taha, Z., Chang, S.W.
    Movement Health & Exercise, 2018;7(2):39-52.
    MyJurnal
    Virtual Reality (VR) is a technology that makes use of computer graphics,
    algorithms and special hardware to simulate the real world in real time. There
    are four main elements required to make a VR system a success, namely
    virtual world, immersion, sensory feedback and interactivity. The virtual
    world created must be as real as possible. Users should have a sense of
    immersion in the virtual world. Position tracking is usually incorporated into
    a VR system for visual, sound and force feedback on the users and the virtual
    objects in the VR world must be interact-able with the users. VR has proven
    to be effective in training and widely used in many areas, for example medical
    surgery, dental treatment, psychology treatment for phobia, engineering
    design, maintenance and repair, sports and many more. By implementing VR
    technology in training, users are able to reduce the training cost and time. VR
    training is also safer for users, as harsh environments can be simulated despite
    the environment and/or human factors. On the other hand, the physical
    facilities and infrastructures of the track cycling are very costly. In track
    cycling, the game field, known as a velodrome, requires a large space of area.
    It requires a huge budget and professional manpower to maintain these
    facilities. Therefore, the proposed spatial immersive track cycling simulator
    is invented to overcome these issues. The aim of this study is to simulate the
    velodrome track cycling in VR environment and synchronize with a 6 degreeof-freedom
    motion platform. The simulator is aimed to be low cost and
    minimal space requirement compared to actual velodrome. A trainee who
    undergoes VR track cycling simulator training wears a head-mounted-display (HMD) to visualize the VR environment. An actual bike will be mounted on
    the 6-DOF motion platform, which the platform will synchronize with the VR
    environment to simulate the track condition for the training purposes. An
    encoder is placed at the bicycle wheel to feedback the moving speed and
    synchronize the visualize feedback to the HMD.
    Matched MeSH terms: User-Computer Interface
  19. Tan LK, Wong JH, Ng KH
    AJR Am J Roentgenol, 2006 Mar;186(3):898-901.
    PMID: 16498128
    The purpose of this article was to develop a low-cost method for high-quality remote capturing and recording of multimedia presentations.
    Matched MeSH terms: User-Computer Interface
  20. Himmat M, Salim N, Al-Dabbagh MM, Saeed F, Ahmed A
    Molecules, 2016 Apr 13;21(4):476.
    PMID: 27089312 DOI: 10.3390/molecules21040476
    Quantifying the similarity of molecules is considered one of the major tasks in virtual screening. There are many similarity measures that have been proposed for this purpose, some of which have been derived from document and text retrieving areas as most often these similarity methods give good results in document retrieval and can achieve good results in virtual screening. In this work, we propose a similarity measure for ligand-based virtual screening, which has been derived from a text processing similarity measure. It has been adopted to be suitable for virtual screening; we called this proposed measure the Adapted Similarity Measure of Text Processing (ASMTP). For evaluating and testing the proposed ASMTP we conducted several experiments on two different benchmark datasets: the Maximum Unbiased Validation (MUV) and the MDL Drug Data Report (MDDR). The experiments have been conducted by choosing 10 reference structures from each class randomly as queries and evaluate them in the recall of cut-offs at 1% and 5%. The overall obtained results are compared with some similarity methods including the Tanimoto coefficient, which are considered to be the conventional and standard similarity coefficients for fingerprint-based similarity calculations. The achieved results show that the performance of ligand-based virtual screening is better and outperforms the Tanimoto coefficients and other methods.
    Matched MeSH terms: User-Computer Interface
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