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This study addresses the burgeoning global shortage of healthcare workers and the consequential overburdening of medical professionals, a challenge that is anticipated to intensify by 2030 [1]. It explores the adoption and perceptions of AI-powered mobile medical applications (MMAs) by physicians in the Netherlands, investigating whether doctors discuss or recommend these applications to patients and the frequency of their use in clinical practice. The research reveals a cautious but growing acceptance of MMAs among healthcare providers. Medical mobile applications, with a substantial part of IA-driven applications, are being recognized for their potential to alleviate workload. The findings suggest an emergent trust in AI-driven health technologies, underscored by recommendations from peers, yet tempered by concerns over data security and patient mental health, indicating a need for ongoing assessment and validation of these applications
Abstract Background: With the growing shortage of nurses, labor-saving technology has become more important. In health care practice, however, the fit with innovations is not easy. The aim of this study is to analyze the development of a mobile input device for electronic medical records (MEMR), a potentially labor-saving application supported by nurses, that failed to meet the needs of nurses after development. Method: In a case study, we used an axiomatic design framework as an evaluation tool to visualize the mismatches between customer needs and the design parameters of the MEMR, and trace these mismatches back to (preliminary) decisions in the development process. We applied a mixed-method research design that consisted of analyzing of 118 external and internal files and working documents, 29 interviews and shorter inquiries, a user test, and an observation of use. By factoring and grouping the findings, we analyzed the relevant categories of mismatches. Results: The involvement of nurses during the development was extensive, but not all feedback was, or could not be, used effectively to improve the MEMR. The mismatches with the most impact were found to be: (1) suboptimal supportive technology, (2) limited functionality of the app and input device, and (3) disruption of nurses’ workflow. Most mismatches were known by the IT department when the MEMR was offered to the units as a product. Development of the MEMR came to a halt because of limited use. Conclusion: Choices for design parameters, made during the development of labor-saving technology for nurses, may conflict with the customer needs of nurses. Even though the causes of mismatches were mentioned by the IT department, the nurse managers acquired the MEMR based on the idea behind the app. The effects of the chosen design parameters should not only be compared to the customer needs, but also be assessed with nurses and nurse managers for the expected effect on the workflow.
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Nowadays, there is particular attention towards the additive manufacturing of medical devices and instruments. This is because of the unique capability of 3D printing technologies for designing and fabricating complex products like bone implants that can be highly customized for individual patients. NiTi shape memory alloys have gained significant attention in various medical applications due to their exceptional superelastic and shape memory properties, allowing them to recover their original shape after deformation. The integration of additive manufacturing technology has revolutionized the design possibilities for NiTi alloys, enabling the fabrication of intricately designed medical devices with precise geometries and tailored functionalities. The AM-SMART project is focused on exploring the suitability of NiTi architected structures for bone implants fabricated using laser powder bed fusion (LPBF) technology. This is because of the lower stiffness of NiTi alloys compared to Ti alloys, closely aligning with the stiffness of bone. Additionally, their unique functional performance enables them to dissipate energy and recover the original shape, presenting another advantage that makes them well-suited for bone implants. In this investigation, various NiTi-based architected structures will be developed, featuring diverse cellular designs, and their long-term thermo-mechanical performance will be thoroughly evaluated. The findings of this study underscore the significant potential of these structures for application as bone implants, showcasing their adaptability for use also beyond the medical sector.
In revalidatie-behandelteams zijn ergotherapeuten de ‘primus inter pares’ voor advisering over hulpmiddelen; hulpmiddelen die mensen met beperkingen ondersteunen bij activiteiten in zelfverzorging, onderwijs, spel, arbeid en wonen. Behoud van deze expertrol vraagt van ergotherapeuten om de nieuwste technologieën te integreren in de praktijk. Een snelgroeiende ontwikkeling betreft technologie waarmee men zelfhulpmiddelen kan ontwikkelen, maken of aanpassen. Zogenaamde do-it-yourself-technologie (DIY) met 3D-printing als bekendste voorbeeld. Revalidatie-ergotherapeuten van Adelante, Libra en Sevagram willen met DIY-technologie aan de slag om hulpmiddelen meer op maat, goedkoper en sneller te vervaardigen in nauwe samenwerking met hun cliënten. Onduidelijk is echter hoe een revalidatiedienst met DIY-technologie eruit kan zien, hoe deze in te bedden is in de dagelijkse praktijk, en hoe doorontwikkeling bewerkstelligd kan worden. Maken van hulpmiddelen met DIY-technologie past bij de identiteit van de ergotherapeut, maar vraagt om nieuwe werkwijzen en samenwerkingsverbanden om nieuwe kennis over techniek, ontwerpen en over materialen. Daarnaast spelen vragen van medische, financiële, ethische en juridische aard een rol. Met de ergotherapeuten kwamen we tot de volgende hoofdvraag: Hoe maken we als ergotherapeuten DIY-technologie, zoals 3D-printen, tot een integraal onderdeel van onze praktijk om met onze cliënten tot maatwerk-hulpmiddelen te komen? Deze vraag wordt binnen de drie centra, in vier fasen (analyse, design/testen, implementatie, doorontwikkeling) opgepakt met actieonderzoek als centrale methode en een diversiteit aan kwalitatieve en kwantitatieve manieren van gegevensverzameling. Partners in deze projectaanvraag (revalidatie-professionals, kennisinstellingen, brancheorganisaties, cliëntenorganisaties en ondernemers) zijn overtuigd dat DIY-technologie meerwaarde biedt voor het aanbod aan hulpmiddelen en invloed heeft op de eigen regie en participatie van cliënten. Met ondersteuning van hun uitgebreide expertise wordt de nieuwe dienst beschreven en wordt een toolbox DIY-technologie ontwikkeld en geïmplementeerd. Ook wordt een database voor zelfgemaakte hulpmiddelen en een DIY-community gerealiseerd. Deze kennis wordt gebruikt in het onderwijs van ergotherapie, Healthcare Engineering en Communication and Multimedia-Design.
In this project, the AGM R&D team developed and refined the use of a facial scanning rig. The rig is a physical device comprising multiple cameras and lighting that are mounted on scaffolding around a 'scanning volume'. This is an area at which objects are placed before being photographed from multiple angles. The object is typically a person's head, but it can be anything of this approximate size. Software compares the photographs to create a digital 3D recreation - this process is called photogrammetry. The 3D model is then processed by further pieces of software and eventually becomes a face that can be animated inside in Unreal Engine, which is a popular piece of game development software made by the company Epic. This project was funded by Epic's 'Megagrant' system, and the focus of the work is on streamlining and automating the processing pipeline, and on improving the quality of the resulting output. Additional work has been done on skin shaders (simulating the quality of real skin in a digital form) and the use of AI to re/create lifelike hair styles. The R&D work has produced significant savings in regards to the processing time and the quality of facial scans, has produced a system that has benefitted the educational offering of BUas, and has attracted collaborators from the commercial entertainment/simulation industries. This work complements and extends previous work done on the VIBE project, where the focus was on creating lifelike human avatars for the medical industry.