Medical imaging technology has greatly improved over the last 40 years. A good example of this is the improved 3D reconstruction capabilities of CTs, which enable photorealistic reconstructions. This technological advancement has also taken place in the computer industry, and the development of modern graphics cards has fueled progress in video games. In art, many of the techniques used to improve three-dimensionality have been known for centuries. At first sight, these fields seem unrelated, but there is actually considerable confluence. This paper focuses on three areas: fine arts, video games and radiology. The art section illustrates different drawing techniques used to create three-dimensionality. The section on video games shows the development of video games from the 1980s to the present day. Finally, the medical imaging section focuses on the first 3D radiography reconstructions in the 1980s and the improvements to the present day. Contemporary video games and 3D reconstructions of CTs enable photorealistic impressions of 3D anatomical structures. An important factor is shadow casting and light, which has been known in fine arts for centuries. The effect on the observer of photorealistic 3D reconstructions in video games and in medical imaging can be largely explained by the knowledge of 3D techniques in drawings and paintings.
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http://dx.doi.org/10.3290/j.ijcd.b4870553 | DOI Listing |
Front Public Health
January 2025
Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, Republic of Korea.
Objective: This study assessed the effects of transcranial direct current stimulation (tDCS) on cue reactivity and craving for game-related cues using event-related potentials (ERPs) in internet gaming disorder (IGD) patients.
Methods: At baseline, a series of game-related and neutral pictures were shown to both IGD and healthy controls (HCs) while ERPs were recorded. Late positive potentials (LPP) were used to investigate cue reactivity.
Front Bioeng Biotechnol
January 2025
Department of Biomedical Engineering and Chemical Engineering, University of Texas at San Antonio, San Antonio, TX, United States.
Introduction: Research on head impact characteristics, especially position-specific investigations in football, has predominantly focused on collegiate and professional levels, leaving a gap in understanding the risks faced by high school players. Therefore, this study aimed to investigate the effect of three factors-player position, impact location, and impact type-on the frequency, severity, and characteristics of impacts in high school American football. Additionally, we examined whether and how player position influences the distribution of impact locations and types.
View Article and Find Full Text PDFDisabil Rehabil
January 2025
Health Sciences Department, University of Jaén, Jaén, Spain.
Purpose: Virtual reality-based interventions (VRBI) are a gamified approach to therapy that can improve balance and motor skills in children diagnosed with Developmental Coordination Disorder (DCD). The aim was to investigate the effectiveness of VRBI in improving balance and motor skills in children with DCD.
Methods: According to PRISMA guidelines, meta-analyses were conducted by searching randomized controlled trials (RCTs) that investigated the effect of VRBI on balance and motor skills in children with DCD.
J Med Internet Res
January 2025
Department of Neurology, West China Hospital, Sichuan University, Chengdu, China.
Background: Despite the increasing popularity of electronic devices, the longitudinal effects of daily prolonged electronic device usage on brain health and the aging process remain unclear.
Objective: The aim of this study was to investigate the impact of the daily use of mobile phones/computers on the brain structure and the risk of neurodegenerative diseases.
Methods: We used data from the UK Biobank, a longitudinal population-based cohort study, to analyze the impact of mobile phone use duration, weekly usage time, and playing computer games on the future brain structure and the future risk of various neurodegenerative diseases, including all-cause dementia (ACD), Alzheimer disease (AD), vascular dementia (VD), all-cause parkinsonism (ACP), and Parkinson disease (PD).
Curr Opin Clin Nutr Metab Care
January 2025
Institute for Applied Human Physiology, Bangor University, Bangor, UK.
Purpose Of Review: In people living with kidney disease (KD) Fatigue is a whole-body tiredness that is not related to activity or exertion. Often self-reported, fatigue is a common and highly burdensome symptom, yet poorly defined and understood. While its mechanisms are complex, many fatigue-related factors may be altered by exercise and physical activity intervention.
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