Categorized by Technology
- Virtual Reality
- Virtual Reality Training Programme for Prevention of Needle Stick Injury
- Provision of a Virtual Reality (VR) Training Programme for Blood Culture Procedures
- Acquiring Vaginal Examination Skills using a Virtual Reality Training Model
- Accommodating Myopia Therapy Training using VR Head Mounted Device
- Virtual Reality for Aircraft Maintenance
- Mixed Reality
- Leap Motion
- Cave Automatic Virtual Environment (CAVE)
- Artificial Intelligence
- Pedagogy
- Digital Twin
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Virtual Reality
It is a scrub nurse simulation developed in partnership with Kwong Wah Hospital with the goal of reducing needlestick injuries in operating rooms. In 3D and virtual reality environments, participants take on the role of a scrub nurse passing sharps to a surgical doctor. The program’s objective is to protect surgical personnel from needlestick injuries. As a result, the simulation teaches the user how to prevent being harmed by sharps and automatically corrects their errors.
It allows ward nurses to obtain blood. Using VR technology, nurses may collect blood without using a real patient or medical dummy at any time and anywhere. Throughout the process, several tips and videos for proper needle and medical sharps disposal arise. This VR program is intended to reduce needle stick injuries.
Virtual Reality Simulation: Clinical Pelvic Examination enables medical students or professionals to do pelvic examinations in a VR environment. Not only should the participant respond to the needs of a virtual patient in the VR simulation, but they should also complete the examination according to standard procedures.
This project proposes to develop a novel virtual reality (VR) system combined with hardware and software in order to provide personalized accommodating training for myopia, amblyopia, and strabismus therapy of adolescents and younger children. The system includes vision detection and a game-based vision training programme that allows users to complete the entire vision therapy in an all-in-one VR device.
Virtual Reality Simulation: Air-transport Maintenance enables maintenance engineers to become familiar with the Procedure of Aircraft Wheel Change in a realistic setting. In the simulation, the user is set to stand near the workstation and the wheel to be changed. The workstation consists of boxes containing separate components. The user can also occasionally access and study the instruction manual during the wheel change procedures.
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Mixed Reality
Mixed Reality Application: Aviation Maintenance Jet Engine demonstrated a mixed reality application for aviation maintenance. For interactive learning, this project depicts an animated jet engine. A 3D jet engine model appears when students use an MR headset to read the lecture notes. The animated jet engine model enables students to comprehend the structure and operation of a jet engine. Students can learn the maintenance of the jet engine from this application.
Mixed Reality HoloLens: Education Anatomy demonstrated a mixed reality application for anatomy of human body. This project depicts a 3D human body with spearated systems including the muscle, blood circulation system, lymph system, and internal organs. For interactive learning, students can study different parts and systems of the human body in a 3D view with simple commands using the HoloLens.
Mixed Reality Application: Mathematics Education demonstrated a mixed reality application for secondary students to learn 3D geometry. Simple cubes are used as examples for students to learn geometry in 3D space. For interactive learning, students can rotate and zoom the cube to view it in differnet angles or viewport. They can study the vertex, edge, and angle formation in the 3D cube so that they can visualize the geometry in a more realistic way.
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Leap Motion
Hand Rehabilitation – Leap Motion Gesture Recognition replicates hand rehabilitation training. The application recognizes hand motions. Leap Motion is a hand gesture recognition device. Because stroke patients must regularly practice under the supervision of a physical therapist, this application allows them to practice at home. The tasks are developed for clinical rehabilitation. This application may be utilized to help the patient’s rehabilitation.
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Cave Automatic Virtual Environment (CAVE)
The virtual reality immersive CAVE is used as a rehabilitation tool. Hand exercise is adopted by a combination of a hand gesture recognition sensor and the CAVE. Simple hand exercises are designed in this project. Participants can perform required tasks in the virtual environment projected onto the 4-sided CAVE using their hands as controllers to grab and drop virtual objects. While Leap Motion is used as a motion sensor, hand gestures can be recognized precisely.
The virtual reality immersive product design cave is designed to educate. Students can assemble and disassemble goods while changing component shape, size, and color. The CAVE uses 4 3D projectors to transfer the 3D scene into virtual reality. An immersive virtual environment (CAVE) allows users to interact with their virtual models. Like a head-mounted VR device, this large-scale solution offers intuitive work inside realistic, life-size, or scale-appropriate data. Build a structure or work cell within a molecule.
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Artificial Intelligence
This paper proposes an automated myocardial infarction detection model — SLC-GAN, that synthesizes single-lead ECG data with high morphological similarity through Generative Adversarial Networks (GAN). It automatically detects MI using Convolutional Neural Networks (CNN) with real ECG data and synthetic ECG from the GAN.
Automatic vertebrae segmentation utilizing Computer Tomography (CT) plays a vital role in automated spine analyses, including the detection of vertebral body fractures and spine deformities assessment. A significant advancement in deep learning (DL) has enabled deep convolutional neural networks (DCNNs) to achieve precise performance in automated vertebrae segmentation. Despite the advantages of semantic segmentation algorithms based on DCNNs, they face limitations such as multi-scale objects, feature loss between the encoder and decoder, lack of medical image data, and limited filter field of view. A novel algorithm is presented that enables automated segmentation of vertebral bodies using volumetric CT images of the spine.
The project aims to build an intelligent system that provides personalized product recommendations to customers based on their biometric data like brain activity, eye movement, facial expression, etc. After estimating the customers’ emotional state from these data using deep learning, reinforcement learning is applied to provide product recommendations. The developed system will then be embedded into virtual reality and mixed reality shopping applications.
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Pedagogy
Virtual tutorials are critical in the digital age as they allow students to gain practical skills outside of the classroom and promote the application of classroom ideas and information. To offer an online learning environment, a web-based virtual classroom is being constructed in this project. The platform attempts to include a learning system that provides lecture videos and post-class evaluations with an automated communication and intelligent supporting service from a virtual teacher.
This project proposes to implement the research-based learning measures in the proposed subjects, cultivating students’ research abilities in product engineering. The proposed framework is to enable students to learn research skills and to apply them practically in product engineering and to promote students’ early exposure and experience in conducting research in product engineering subjects.
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Digital Twin
Automated production methods, as shown by the robotic arm, represent the beginning of the Industrial Revolution. As digital twins, a variety of applications are being developed that integrate a rigid robotic arm and a software system in a real-time virtual world. These applications include: In order to assist us in automating our daily duties, we have built a robotic arm that is capable of writing, grasping, and 3D printing.