Publications by authors named "Nigel W John"

Article Synopsis
  • The report discusses a collaboration between epidemiological modellers and visualization researchers to improve the understanding and modeling of the COVID-19 pandemic through existing visualization techniques.
  • It highlights the effectiveness of visualization in epidemiological research, identifies ongoing challenges in the field, and offers recommendations for future collaborations.
  • The goal is to encourage both scientific and visualization communities to work together, leveraging their strengths to tackle significant data-related challenges in epidemiology and other areas.
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We present the results of a double-blind phase 2b randomized control trial that used a custom built virtual reality environment for the cognitive rehabilitation of stroke survivors. A stroke causes damage to the brain and problem solving, memory and task sequencing are commonly affected. The brain can recover to some extent, however, and stroke patients have to relearn how to carry out activities of daily living.

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We present VRIA, a Web-based framework for creating Immersive Analytics (IA) experiences in Virtual Reality. VRIA is built upon WebVR, A-Frame, React and D3.js, and offers a visualization creation workflow which enables users, of different levels of expertise, to rapidly develop Immersive Analytics experiences for the Web.

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Surgical smoke removal algorithms can improve the quality of intra-operative imaging and reduce hazards in image-guided surgery, a highly desirable post-process for many clinical applications. These algorithms also enable effective computer vision tasks for future robotic surgery. In this article, we present a new unsupervised learning framework for high-quality pixel-wise smoke detection and removal.

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Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs.

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Background And Objective: While Minimally Invasive Surgery (MIS) offers considerable benefits to patients, it also imposes big challenges on a surgeon's performance due to well-known issues and restrictions associated with the field of view (FOV), hand-eye misalignment and disorientation, as well as the lack of stereoscopic depth perception in monocular endoscopy. Augmented Reality (AR) technology can help to overcome these limitations by augmenting the real scene with annotations, labels, tumour measurements or even a 3D reconstruction of anatomy structures at the target surgical locations. However, previous research attempts of using AR technology in monocular MIS surgical scenes have been mainly focused on the information overlay without addressing correct spatial calibrations, which could lead to incorrect localization of annotations and labels, and inaccurate depth cues and tumour measurements.

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The potential of augmented reality (AR) technology to assist minimally invasive surgery (MIS) lies in its computational performance and accuracy in dealing with challenging MIS scenes. Even with the latest hardware and software technologies, achieving both real-time and accurate augmented information overlay in MIS is still a formidable task. In this Letter, the authors present a novel real-time AR framework for MIS that achieves interactive geometric aware AR in endoscopic surgery with stereo views.

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Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware.

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Control of a powered wheelchair is often not intuitive, making training of new users a challenging and sometimes hazardous task. Collisions, due to a lack of experience can result in injury for the user and other individuals. By conducting training activities in virtual reality (VR), we can potentially improve driving skills whilst avoiding the risks inherent to the real world.

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Two-dimensional asymmetry, border irregularity, colour variegation and diameter (ABCD) features are important indicators currently used for computer-assisted diagnosis of malignant melanoma (MM); however, they often prove to be insufficient to make a convincing diagnosis. Previous work has demonstrated that 3D skin surface normal features in the form of tilt and slant pattern disruptions are promising new features independent from the existing 2D ABCD features. This work investigates that whether improved lesion classification can be achieved by combining the 3D features with the 2D ABCD features.

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This paper introduces a novel technique for the visualization of blood (or other fluid) flowing through a complex 3D network of vessels. The Directed Particle System (DPS) approach is loosely based on the computer graphics concept of flocking agents. It has been developed and optimised to provide effective real time visualization and qualitative simulation of fluid flow.

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Osteoarthritis of the hip is commonly caused by the repetitive contact between abnormal skeletal prominences between the anterosuperior femoral head-neck junction and the rim of the acetabular socket. Current methods for estimating femoroacetabular impingement by analyzing the sphericity of the femoral head require manual measurements which are both inaccurate and open to interpretation. In this research we provide a prototype software tool for improving this estimation.

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VCath is a neurosurgery training tool for the catheterization of the lateral ventricle that has been designed for use on tablet devices. We believe this is the first use of a tablet (iPad) for this purpose and demonstrates future utility for this approach, particularly for Objective Structured Clinical Exams (OSCEs). This paper outlines the implementation and use of VCath.

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Objectives: Mentoring, for physicians and surgeons in training, is advocated as an essential adjunct in work-based learning, providing support in career and non-career related issues. The World Wide Web (WWW) has evolved, as a technology, to become more interactive and person centric, tailoring itself to the individual needs of the user. This changing technology may open new avenues to foster mentoring in medicine.

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Background: Medical mentoring is becoming increasingly complex with the evolving needs of trainees and the complexities of their personal and social lives. The Internet is an enabling technology, which increasingly facilitates interaction with multiple people at a distance. Web 2.

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We propose a method to automatically tune a patient-based virtual environment training simulator for abdominal needle insertion. The key attributes to be customized in our framework are the elasticity of soft-tissues and the respiratory model parameters. The estimation is based on two 3D Computed Tomography (CT) scans of the same patient at two different time steps.

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In this paper we summarize the progress of the Web3D scene graph model, and associated standards, specifically Extensible 3D (X3D) in the domain of medical simulation. Historically, the Web3D nodesets have focused on the representation and rendering of point, line or surface geometry. More recently, significant progress in X3D Volume rendering has been made available through the co-operative DICOM work item, n-Dimensional Presentation States.

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Within the limits of current technology, many applications of a virtual environment will trade-off accuracy for speed. This is not an acceptable compromise in a medical training application where both are essential. Efficient algorithms must therefore be developed.

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A SensAble Omni force feedback device has been modified to increase the face validity of a needle insertion simulation. The new end effector uses a real needle hub and shortened needle shaft in place of the Omni's pre-fitted pen shaped end effector. This modification facilitates correct procedural training through the simulation of co-located visual and haptic cues in an augmented reality approach to simulation.

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This paper presents an advanced method of visualizing the surface appearance of living brain tissue. We have been granted access to the operating theatre during neurosurgical procedures to obtain colour data via calibrated photography of exposed brain tissue. The specular reflectivity of the brain's surface is approximated by analyzing a gelatine layer applied to animal flesh.

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The use of Virtual Environments has been widely reported as a method of teaching anatomy. Generally such environments only convey the shape of the anatomy to the student. We present the Bangor Augmented Reality Education Tool for Anatomy (BARETA), a system that combines Augmented Reality (AR) technology with models produced using Rapid Prototyping (RP) technology, to provide the student with stimulation for touch as well as sight.

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We present an integrated system for training ultrasound guided needle puncture. Our aim is to provide a cost effective and validated training tool that uses actual patient data to enable interventional radiology trainees to learn how to carry out image-guided needle puncture. The input data required is a computed tomography scan of the patient that is used to create the patient specific models.

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This paper reports on a low cost system for training ultrasound imaging techniques. The need for such training is particularly acute in developing countries where typically ultrasound scanners remain idle due to the lack of experienced sonographers. The system described below is aimed at a PC platform but uses interface components from the Nintendo Wii games console.

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