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Segmental range of motion after cervical total disc arthroplasty at long-term follow-up: a systematic review and meta-analysis. 颈椎全椎间盘关节置换术后长期随访的节段活动范围:系统回顾和荟萃分析。
IF 2.8 4区 艺术学 0 ART Pub Date : 2022-04-22 Print Date: 2022-10-01 DOI: 10.3171/2022.2.SPINE2281
Athan G Zavras, Navya Dandu, Michael T Nolte, Alexander J Butler, Vincent P Federico, Arash J Sayari, T Barrett Sullivan, Matthew W Colman

Objective: As an alternative procedure to anterior cervical discectomy and fusion, total disc arthroplasty (TDA) facilitates direct neural decompression and disc height restoration while also preserving cervical spine kinematics. To date, few studies have reported long-term functional outcomes after TDA. This paper reports the results of a systematic review and meta-analysis that investigated how segmental range of motion (ROM) at the operative level is maintained with long-term follow-up.

Methods: PubMed and MEDLINE were queried for all published studies pertaining to cervical TDA. The methodology for screening adhered strictly to the PRISMA guidelines. All English-language prospective studies that reported ROM preoperatively, 1 year postoperatively, and/or at long-term follow-up of 5 years or more were included. A meta-analysis was performed using Cochran's Q and I2 to test data for statistical heterogeneity, in which case a random-effects model was used. The mean differences (MDs) and associated 95% confidence intervals (CIs) were reported.

Results: Of the 12 studies that met the inclusion criteria, 8 reported the long-term outcomes of 944 patients with an average (range) follow-up of 99.86 (60-142) months and were included in the meta-analysis. There was no difference between preoperative segmental ROM and segmental ROM at 1-year follow-up (MD 0.91°, 95% CI -1.25° to 3.07°, p = 0.410). After the exclusion of 1 study from the comparison between preoperative and 1-year ROM owing to significant statistical heterogeneity according to the sensitivity analysis, ROM significantly improved at 1 year postoperatively (MD 1.92°, 95% CI 1.04°-2.79°, p < 0.001). However, at longer-term follow-up, the authors again found no difference with preoperative segmental ROM, and no study was excluded on the basis of the results of further sensitivity analysis (MD -0.22°, 95% CI -1.69° to -1.23°, p = 0.760). In contrast, there was a significant decrease in ROM from 1 year postoperatively to final long-term follow-up (MD -0.77°, 95% CI -1.29° to -0.24°, p = 0.004).

Conclusions: Segmental ROM was found to initially improve beyond preoperative values for as long as 1 year postoperatively, but then ROM deteriorated back to values consistent with preoperative motion at long-term follow-up. Although additional studies with further longitudinal follow-up are needed, these findings further support the notion that cervical TDA may successfully maintain physiological spinal kinematics over the long term.

目的:作为颈椎前路椎间盘切除术和融合术的替代手术,全椎间盘关节成形术(TDA)可直接为神经减压和恢复椎间盘高度,同时还能保持颈椎的运动学特性。迄今为止,很少有研究报告 TDA 术后的长期功能效果。本文报告了一项系统性综述和荟萃分析的结果,该分析调查了在长期随访中如何保持手术水平的节段运动范围(ROM):方法:查询了 PubMed 和 MEDLINE 上所有已发表的与颈椎 TDA 相关的研究。筛选方法严格遵守 PRISMA 指南。所有报告了术前、术后 1 年和/或长期随访 5 年或以上的 ROM 的英文前瞻性研究均被纳入。使用 Cochran's Q 和 I2 进行荟萃分析,以检验数据的统计异质性,在这种情况下使用随机效应模型。报告了平均差异(MDs)和相关的 95% 置信区间(CIs):在符合纳入标准的 12 项研究中,有 8 项研究报告了 944 名患者的长期疗效,平均随访时间(范围)为 99.86(60-142)个月,并纳入了荟萃分析。术前节段ROM与随访1年时节段ROM之间没有差异(MD 0.91°,95% CI -1.25° 至 3.07°,P = 0.410)。根据敏感性分析,在术前与术后1年的ROM比较中,由于存在显著的统计学异质性,因此排除了一项研究,但术后1年的ROM显著改善(MD 1.92°,95% CI 1.04°-2.79°,p < 0.001)。然而,在长期随访中,作者再次发现与术前节段ROM没有差异,并且没有研究根据进一步的敏感性分析结果被排除在外(MD -0.22°,95% CI -1.69° to -1.23°, p = 0.760)。相反,从术后1年到最终长期随访期间,ROM明显下降(MD -0.77°,95% CI -1.29° to -0.24°,p = 0.004):结论:研究发现,在术后长达 1 年的时间里,节段 ROM 最初的改善程度超过了术前值,但在长期随访时,ROM 又恶化回术前值。虽然还需要进行更多的纵向随访研究,但这些发现进一步支持了颈椎 TDA 可以成功地长期保持脊柱的生理运动学这一观点。
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引用次数: 0
Random walks through poetry 诗歌中的随机漫步
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-04-03 DOI: 10.1080/14626268.2022.2076699
J. Choi, S. Boury
ABSTRACT The contact zone between algorithms and creative writing has become an increasingly fertile ground for literary experimentation in the last decades, with more accessible digital technologies broadening the scope of potential artistic productions and allowing the exploration of new forms of creativity. Inspired by the playful collaboration between arts and sciences embodied by the experimental creations of the French literary group OuLiPo, we borrow from physics and mathematics the concept of self-avoiding random walk to create original poems. This model is adapted here to generate random poems through potentially infinite combinations of a finite set of verses distributed on a virtual two-dimensional grid. The highly versatile algorithm we designed allows to randomly generate unexpected poems and provide, for each, a unique path with the graphical representation of a random walk.
在过去的几十年里,算法和创意写作之间的接触区已经成为文学实验日益肥沃的土壤,更容易获得的数字技术扩大了潜在艺术作品的范围,并允许探索新的创作形式。我们的灵感来自于法国文学团体OuLiPo的实验创作所体现的艺术与科学之间的有趣合作,我们从物理和数学中借用自我避免随机游走的概念来创作原创诗歌。这个模型在这里被改编为通过在虚拟二维网格上分布的有限诗歌集的潜在无限组合来生成随机诗歌。我们设计的高度通用的算法允许随机生成意想不到的诗歌,并为每首诗提供一个独特的路径,用随机行走的图形表示。
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引用次数: 0
The possibilities of illness narratives in virtual reality for bodies at the margins 在虚拟现实中对边缘身体的疾病叙述的可能性
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-04-03 DOI: 10.1080/14626268.2022.2074047
Megan Perram, A. Ensslin
ABSTRACT Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story in the patient-physician encounter. Contemporary scholarly work is mapping the growth of illness narrative forms from the traditional book to emerging digital-born narratives; however, there is limited research on the medium’s intersection with virtual reality (VR) technologies. Working with Marie-Laure Ryan’s theoretical framework of possible worlds theory, this paper explores the transformative potential of VR illness narratives for pathologized identities found when VR resists the call to fall into one of two categories: pure transhumanism where VR reality is emancipated from actual reality or an artificial experience that has no lasting effect on the self.
摘要通过几十年的学术分析和应用,疾病叙事实践已被确立为一种有效的治疗干预措施,用于处理与疾病相关的情绪健康(Couser;Frank;Irvine和Charon)。疾病叙事学者认为,在新自由主义者放弃了一个人在病人与医生相遇中的生活故事后,媒介的作用是将代理带回身体。当代学术工作正在描绘疾病叙事形式的发展,从传统书籍到新兴的数字叙事;然而,关于媒介与虚拟现实(VR)技术的交叉研究有限。本文结合玛丽·劳蕾·瑞安的可能世界理论框架,探讨了虚拟现实疾病叙事对病理化身份的变革潜力,当虚拟现实拒绝将其分为两类时,就会发现病理化身份:纯粹的超人类主义,即虚拟现实从实际现实中解放出来,或者是对自我没有持久影响的人工体验。
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引用次数: 1
Effects of continuous and discontinuous non-relevant stimulus on creativity 连续和不连续非相关刺激对创造力的影响
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-04-03 DOI: 10.1080/14626268.2022.2082486
Charles Mille, O. Christmann, Sylvain Fleury, S. Richir
ABSTRACT Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous conditions and with different tools having more or less context and interactions. This study focuses on the influence of different non-relevant stimuli composing our environment on cognitive load and creativity. This experiment consists of two creativity tasks which consisted in providing answers to a given question using the visuo-spatial and audio-verbal area, with three stimulus appearance conditions: without, continuous, discontinuous. For the visuo-spatial task, participants have to illustrate their answers using an immersive drawing software. For the audio-verbal task, participants have to answer a question with a simple text editor software. Regarding the drawing task, results indicate that the discontinuous stimulus had decreased the number of ideas per participant. For the writing task, the stimulus had increased the intrinsic and extraneous cognitive load. This study reveals our creativity is under the influence of the different elements of our environment, the tool used and the task.
从战略定位到生产的第一阶段,创新是由不同的任务组成的。主要活动之一是通过不同的创造性阶段产生想法。这些创造性活动是在多种条件下进行的,不同的工具或多或少都有上下文和互动。本研究的重点是组成我们环境的不同非相关刺激对认知负荷和创造力的影响。本实验包括两项创造性任务,即使用视觉空间和听觉语言区域,在三种刺激出现条件下,为给定问题提供答案:无、连续、不连续。对于视觉空间任务,参与者必须使用沉浸式绘图软件来说明他们的答案。对于音频-口头任务,参与者必须使用简单的文本编辑器软件回答问题。关于绘图任务,结果表明,不连续的刺激减少了每个参与者的想法数量。对于写作任务,刺激增加了内在和外在的认知负荷。这项研究表明,我们的创造力受到环境、使用的工具和任务的不同因素的影响。
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引用次数: 0
A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook 从创造力的角度系统回顾虚拟头脑风暴:可供性、框架和前景
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-04-03 DOI: 10.1080/14626268.2022.2064879
Zhengya Gong, Lik-Hang Lee, S. Soomro, V. Nanjappan, G. V. Georgiev
ABSTRACT This study explores virtual reality (VR) as an emerging tool integrated into brainstorming activities to enhance creativity, and systematically reviews existing studies to provide an advanced literature review on this subject. Moreover, we propose a framework for enhancing creativity in virtual brainstorming (VB) based on the 4Ps (person, process, product, and press) of creativity, which provides guidance on leveraging VB to enhance creativity. Furthermore, eight affordances of VB are identified to enhance creativity: anonymity, appraisal, avatars, immersion, multiple communication, recording, simulated objects, and tracing. The potential perspectives of VB to enhance creativity based on this study’s framework are also explored, which deserves further investigation.
本研究探讨了虚拟现实(VR)作为一种整合到头脑风暴活动中的新兴工具,以提高创造力,并系统地回顾了现有的研究,以提供有关该主题的高级文献综述。此外,我们提出了一个基于创意4Ps (person, process, product, press)的虚拟头脑风暴(VB)创意提升框架,为如何利用VB提升创意提供了指导。此外,本文还确定了VB的八种增强创造力的功能:匿名性、评价性、虚拟形象、沉浸感、多重交流、记录、模拟对象和追踪。在此研究框架的基础上,探讨了VB增强创造力的潜在视角,值得进一步研究。
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引用次数: 15
A proposal of virtual museum metaverse content for the MZ generation MZ一代虚拟博物馆元宇宙内容提案
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-04-03 DOI: 10.1080/14626268.2022.2063903
Hyun-Kyung Lee, Soobin Park, Yeonji Lee
ABSTRACT This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums fail to attract the MZ generation despite the opportunities arising from their contactless lifestyle. Therefore, this study aims to create new content suggestions that the MZ generation positively reacts to and becomes involved in. This research was conducted through five methods: a literature review, case studies, survey, persona creation, and in-depth interviews. According to the market segmentation and strategy (MS&S) technique, two types of responses were used to create and target two types of personas of potential users—‘explorative persona' and ‘entertaining persona’. This study thus suggests three future directions and content for metaverse virtual museums to better target the MZ generation: technical development for users of both personas, user creation content to enhance user participation for the users of explorative persona, and more active marketing through various community for the users of entertaining persona.
本文介绍了一项针对虚拟世界潜在受众的营销研究,特别关注博物馆对网络空间的使用,以及如何在网上复制它们的一些物理功能。在数字化转型中,虚拟世界已经成为线下活动最重要的替代方案之一,博物馆展览就是极具代表性的。然而,现有的虚拟博物馆未能吸引到MZ一代,尽管他们的非接触式生活方式带来了机会。因此,本研究旨在创造MZ一代积极反应并参与的新内容建议。本研究通过五种方法进行:文献综述、案例研究、调查、人物塑造和深度访谈。根据市场细分和策略(MS&S)技术,两种类型的回应被用来创建和定位两种类型的潜在用户角色——“探索性角色”和“娱乐性角色”。因此,本研究提出了三个未来的方向和内容,以更好地针对MZ一代:为两种角色的用户开发技术,为探索性角色的用户创建用户内容,以提高用户参与度,为娱乐性角色的用户通过各种社区进行更积极的营销。
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引用次数: 19
Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method 用绿野仙踪方法在虚拟现实中绘制车内环境照明
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-01-02 DOI: 10.1080/14626268.2022.2039716
Taesu Kim, Aigerim Shunayeva, G. Lee, Hyeon‐Jeong Suk
ABSTRACT Designers desire to sketch their concepts and produce prototypes in a real-time setting. This study developed a virtual reality (VR) supported lighting sketch tool for vehicle interior designers. The tool incorporated lighting design with drag-and-drop functionality and high-definition vehicle rendering. The tool also used the Wizard-of-Oz method to help design participants easily immerse themselves into the design tasks. Six designers participated in two consecutive hour-long design workshops to evaluate the design tool. Each designer sketched eight scenarios, and the workshop gathered 48 design outcomes. In addition, a thirty-minute post-interview evaluated usability, the immersive experience of the virtual environment, and the expected role of the wizard. Finally, thematic coding was used on both workshop and post-interview verbal records to further evaluate the tool's compatibility. As a result, three vital roles of the tool were identified. First, the tool encouraged the iteration process. The tool also gave realistic design-practice experiences and would be suitable for sketching lighting in the workplace. Finally, the tool allowed designers to immerse themselves in the design space. This research anticipates a well-illustrated virtual context and situations that invite designers into an inspirational lighting design workplace.
摘要设计师希望在实时环境中绘制概念草图并制作原型。本研究为汽车内饰设计师开发了一种虚拟现实(VR)支持的照明草图工具。该工具结合了照明设计、拖放功能和高清车辆渲染。该工具还使用了绿野仙踪方法来帮助设计参与者轻松地沉浸在设计任务中。六名设计师参加了连续两个小时的设计研讨会,对设计工具进行评估。每位设计师绘制了八个场景,研讨会收集了48个设计成果。此外,30分钟的后期采访评估了可用性、虚拟环境的沉浸式体验以及向导的预期角色。最后,在研讨会和访谈后的口头记录中都使用了主题编码,以进一步评估该工具的兼容性。因此,确定了该工具的三个重要作用。首先,该工具鼓励迭代过程。该工具还提供了逼真的设计实践经验,适合在工作场所绘制照明草图。最后,该工具让设计师能够沉浸在设计空间中。这项研究预计会有一个生动的虚拟环境和情境,邀请设计师进入一个鼓舞人心的照明设计工作场所。
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引用次数: 2
Role of engagement in online gaming: a study of generation Z customers 参与在网络游戏中的作用:一项针对Z世代用户的研究
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-01-02 DOI: 10.1080/14626268.2022.2033272
S. Jasrotia, M. K. Kamila, S. Chib, H. Mishra
ABSTRACT Online gaming has become a recent leisure time activity in India, especially among the younger generation. Hence, more and more youngsters, specifically Generation Z are engaged in this virtual gaming world. In response to this scenario, our paper analyzes the role of generation Z customers’ engagement in increasing online game sales. We found that satisfaction from the game, game personalization, and social interaction increases customer engagement, thereby increasing the sale of online games. A research model was developed, and the results were tested using 266 valid questionnaires. The results from the conceptual model testing suggests that the construct of engagement is significant in influencing the purchase decisions of Generation Z customers.
在印度,网络游戏已经成为一种最近的休闲活动,尤其是在年轻一代中。因此,越来越多的年轻人,特别是Z世代,都投入到虚拟游戏世界中。针对这种情况,我们的论文分析了Z世代客户的参与在增加网络游戏销售中的作用。我们发现,游戏满意度、游戏个性化和社交互动增加了用户粘性,从而增加了在线游戏的销量。建立研究模型,采用266份有效问卷对结果进行检验。概念模型检验的结果表明,参与结构对Z世代消费者的购买决策有显著影响。
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引用次数: 2
SurfaceLens: near-surface spatial interaction with science museum exhibits SurfaceLens:与科学博物馆展品的近地表空间交互作用
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-01-02 DOI: 10.1080/14626268.2022.2039208
Hyeon-Beom Yi, Seung Hyeon Han, Min Kyoung Park, Woohun Lee
ABSTRACT Smartphone applications have become an essential tool for museums because of their positive impact on visitor experience. However, smartphones can potentially distract visitors from the exhibit, crippling the hands-on experience. In this study, we present SurfaceLens which is a smartphone-based peripheral device enabling near-surface spatial interaction with exhibits. SurfaceLens detects proximity, location on the surface, and orientation of the device while a visitor moves it along the surface of exhibits like using a magnifying glass. It provides an information space and audio-haptic feedback reflecting its location and orientation so that the visitor can feel like seeing-through the exhibit. We compared this near-surface spatial interaction with on-screen touch interaction to investigate their effect on visitor experience and behaviour. The results indicate that SurfaceLens provided a more intuitive and transparent understanding of the content when used as an observation tool. Moreover, narrowing down the distance between visitors and exhibits promotes exploratory behaviours.
智能手机应用程序已经成为博物馆必不可少的工具,因为它们对游客体验产生了积极的影响。然而,智能手机可能会分散参观者的注意力,削弱亲身体验。在这项研究中,我们提出了SurfaceLens,这是一种基于智能手机的外围设备,可以与展品进行近地表空间交互。当参观者像使用放大镜一样在展品表面移动设备时,SurfaceLens可以检测设备的接近程度、表面位置和方向。它提供了一个信息空间和反映其位置和方向的听觉触觉反馈,使参观者可以有看穿展品的感觉。我们将这种近表面的空间交互与屏幕上的触摸交互进行了比较,以研究它们对游客体验和行为的影响。结果表明,当使用SurfaceLens作为观察工具时,可以提供更直观和透明的内容理解。此外,缩小参观者与展品之间的距离可以促进探索行为。
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引用次数: 0
Musical creativity support tools for bereavement support 为丧亲之痛提供音乐创意支持工具
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-01-02 DOI: 10.1080/14626268.2022.2034648
Lee Cheatley, Margareta Ackerman, A. Pease, Wendy Moncur
ABSTRACT Self-expression is central to mental well-being and mental health therapy. Art therapy offers a wide range of expressive mechanisms, allowing individuals to process their emotions when traditional therapies prove unsuccessful. However, a lack of expertise or comfort with artistic expression, along with cost and waiting times, may hinder one's ability to receive needed mental health support. Creative machines can offer novel therapeutic approaches enabling the bereaved to engage in creative expression as and when needed. In this paper, we apply a co-creative songwriting system, ALYSIA, as a new form of therapy for those who had recently suffered the loss of a loved one. We evaluate the utility of this creative system in aiding bereaved individuals through user testing. The utility of collaborative creative systems for adaptation to bereavement is discussed and may have implications for other therapeutic applications.
自我表达是心理健康和心理健康治疗的核心。艺术疗法提供了广泛的表达机制,允许个人处理他们的情绪,当传统疗法被证明是不成功的。然而,缺乏专业知识或对艺术表达的舒适感,加上费用和等待时间,可能会阻碍一个人获得所需的心理健康支持的能力。创造性的机器可以提供新颖的治疗方法,使失去亲人的人能够在需要的时候进行创造性的表达。在本文中,我们应用了一个共同创作的歌曲创作系统,ALYSIA,作为一种新的治疗形式,为那些最近遭受失去亲人的人。我们通过用户测试来评估这个创造性系统在帮助失去亲人的个人方面的效用。讨论了协作创造系统对丧亲适应的效用,并可能对其他治疗应用产生影响。
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引用次数: 1
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DIGITAL CREATIVITY
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