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24 i-com 1/2009 MCI im Operationssaal Felix Ritter, Christian Hansen, Kjen Wilkens, Alexander Köhn und Heinz-Otto Peitgen Benutzungsschnittstellen für den direkten Zugriff auf 3D-Planungsdaten im OP User Interfaces for Direct Interaction with 3D Planning Data in the Operating Room Mensch-Computer-Interaktion_Chirurgie_Berührungslose Benutzungsschnittstelle_GUI-Design_WiiMote Zusammenfassung. Zur Unterstützung komplexer chirurgi- scher Eingriffe stehen seit einiger Zeit computergestützte Pla- nungssysteme bereit. Für den direkten Zugriff im OP sind diese

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. NERVE simulates a life-size virtual patient (VP), using speech recognition with a Nintendo Wiimote® serving as a virtual hand, ophthalmoscope, and eye-chart. This study assesses the introductory reception, ability to identify the CN lesion, and students' preference of NERVE. Our goal is to evaluate the responses from medical students, residents, and clinicians using the Neurological Examination Rehearsal Virtual Environment (NERVE), a cranial nerve (CN) exam simulator. Medical College of Georgia participants from a variety of medical specialties, including 9

remote controller Wii Remote ® (Wiimote) of the Nintendo Wii ® game console is used to perform motion-capture in immersive col- laborative virtual reality environments. The application can also run on non-immersive platforms and desktop comput- ers for a more widespread distribution. The Wiimote provides an inexpensive alternative for 3D optical motion-capture (at a cost of c. US$60 per Wiimote). The Wiimote integrates, among others, an in-built infrared (IR) camera with on-chip processing, accelerometers and supports Bluetooth ® commu- nication. This

classes, 10 German students) and achieved an average recognition accuracy of 80% and 41% respec- tively. 3.2 Gestures To capture a user’s gestural behavior, we rely on accel- eration sensors by the Wiimote (WiiTM). Gallaher [3] categorizes gestural style by a number of expressivity pa- rameters, e. g., how fast a gesture is done, how much space one uses to perform a gesture etc. Taking these param- 326 Emotional Sensitivity in Human-Computer Interaction eters as indicators of a user’s affective state, expressivity recognition with the Wiimote is defined as a two

laboratories – by demonstrating the successful development of low-cost telerehabilitation systems that can be used in the home. Standen et al. review use of robot-assisted therapy for motor and functional recovery in patients with stroke and describe development of a low-cost system for home-based practice of upper limb functional exercises. Murgia et al. describe the development of an inexpensive motion-tracker system using Wiimotes for user manipulation of virtual objects in an immersive CAVE environment. This motion- capture system is scalable and therefore can

giving feedback on the prototypes developed. Users were recruited from the Nottingham Stroke Research Consumer Group, Nottingham City Stroke Club and patients and therapists from two local specialist rehabilitation centers. Development of the virtual glove The fi rst version of the glove consisted of four LEDs sewn into the fi ngertips of a normal glove, the position of which was tracked with the aid of two Nintendo Wiimotes (Nintendo Co., Ltd., Kyoto, Japan) attached to the top of a 24” fl at screen monitor. This allows the trian- gulation of the position of

composition in such a way that sound production seems to be an inherent and unavoidable consequence of moving the body. The desire is to encourage people to explore through movement and sound, interdepen- dently; and also to understand the nature of engagement when the physical interface is relatively discrete. The tested inter- face consists of Nintendo Wiimotes (Trademarks registered. Further info is available at http://www.nintendo.co.uk/NOE/ en_GB/wii_54.html) bandaged to different parts of the body, sending sensor data to a computer running Max (a registered

/EyeToy™ or the Nintendo Wiimote/Balance Board™). These and other sensor- based interfaces offer new opportunities for players to interact with a game so as to become more (physically) engaged. Such gesture interaction technologies are not new [e.g., Vivid ’ s Mandala system (1) ], but their recent use as a motivating reha- bilitation tool refl ects a broadening application beyond solely entertainment. These marginal application areas for games challenge the use of such interactive interfaces from various perspectives. Studies involving the Sony EyeToy ™ to help in

Kameras und Screens an den Augen in naher Zukunft ein mixed/augmented/hybrid reality gaming erlauben werden. Das neue drahtlose hand-held Wiimote geht mit seinem erstmaligen 3D-Motorik-Controlling in diese Richtung. Nicht zuletzt wird „nach" dem Fernsehen - das je nach Programmbild ein Nahsehen wie auch Sehen in die Ferne sein wird - , bei den Games die alte Telität distanzlos überholt und zwar durch zunehmende Tiefensuggestion und immer höher auflösende Bilder. Wenn David Cronenberg hier mittels der Filmgenres Body-Horror und Science- Fiction Videogames

Benutzer vermieden werden und der der Einsatz des Tisches kann auch in hellen Gruppenbesprechungsräumen erfolgen. Auf eine aktive Displaytechnik wurde aus Kosten- gründen verzichtet. Für das Tracking der Benutzerinteraktionen kommt eine Wiimote der Nintendo Spielkonsole WII zum Einsatz. Bei der Wiimote handelt es sich um eine Infrarot- Kamera mit integrierter Hardware-Bildauswertung. Die Wiimote ist in der Lage, Signale von bis zu vier Infrarotpunktquellen zu erfassen und die Koordinaten dieser Punktquellen zu ermitteln. Im Prototyp werden als Marker Infrarot