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Publisher's Comment. 出版商的评论。
Pub Date : 2019-05-23 eCollection Date: 2019-01-01 DOI: 10.5210/jbc.v43i1.9958
Gary W Schnitz
This Publisher's Comment provides an overview of the content for issue 43-1 of the Journal of Biocommunication. This publication represents our first issue of 2019, and it is our sixth issue designed for our new mixed publishing format.Journal Management Board for the JBC
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引用次数: 0
JBC Gallery: 2018 AMI Salon. JBC画廊:2018 AMI沙龙。
Pub Date : 2019-05-23 eCollection Date: 2019-01-01

The Gallery for this issue of the JBC features the extraordinary imagery from the Association of Medical Illustrators' 2018 annual meeting Salon. The illustration, animation, and interactive media featured in the JBC Gallery were exhibited at the AMI annual meeting held in Newton, Massachusetts.

本期JBC的画廊展示了来自医学插画家协会2018年年会沙龙的非凡图像。JBC画廊的插图、动画和互动媒体在马萨诸塞州牛顿市举行的AMI年会上展出。
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引用次数: 0
Developing a Virtual Lab to Teach Essential Biology Laboratory Techniques. 开发一个虚拟实验室来教授基本的生物学实验室技术。
Pub Date : 2019-05-23 eCollection Date: 2019-01-01 DOI: 10.5210/jbc.v43i1.9959
Mao Miyamoto, Deborah M Milkowski, Christine D Young, Leah A Lebowicz

Laboratory classes have consistently played a crucial role in science education for many years. Common to all labs is the need to understand essential lab techniques. Students often lack this foundational understanding, and this can lead to poor performance or confidence (Gallagher et al. 2008) Virtual labs have been found to be effective in promoting active learning and increasing performance (Lewis 2014 ). In this project, a virtual lab for preparing a phosphate-buffered saline solution (PBS) was created to educate undergraduate biology students on essential laboratory techniques. The virtual lab included animations and interactive elements to visually communicate each step Content experts provided input on the accuracy of the scientific content throughout development. Focus group testing with biology teaching assistants (TAs) at the University of Illinois at Chicago was conducted to assess the potential effectiveness of the virtual lab.

多年来,实验课一直在科学教育中发挥着至关重要的作用。所有实验室的共同点是需要了解基本的实验室技术。学生往往缺乏这种基本的理解,这可能导致表现不佳或信心不足(Gallagher et al. 2008)。研究发现,虚拟实验室在促进主动学习和提高成绩方面是有效的(Lewis 2014)。在这个项目中,创建了一个虚拟实验室,用于制备磷酸盐缓冲盐水溶液(PBS),以教育生物学本科生基本的实验室技术。虚拟实验室包括动画和交互元素,以可视化地传达每个步骤。内容专家在整个开发过程中提供有关科学内容准确性的输入。伊利诺伊大学芝加哥分校的生物助教(TAs)进行了焦点小组测试,以评估虚拟实验室的潜在有效性。
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引用次数: 8
2018 AMI Lifetime Achievement Award. 2018年AMI终身成就奖。
Pub Date : 2019-05-23 eCollection Date: 2019-01-01

This JBC Showcase features the award winning medical illustration of William Andrews. Bill was the 2018 recipient of the Association of Medical Illustrators' Lifetime Achievement Award. His award was presented at the Awards Ceremony during the AMI's annual meeting held in Newton, Massachusetts.

这个JBC展示的特色是获奖的医学插图威廉·安德鲁斯。比尔是2018年医学插画家协会终身成就奖的获得者。他的奖项是在马萨诸塞州牛顿市举行的AMI年会上的颁奖典礼上颁发的。
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引用次数: 0
25 Years Ago in the JBPA/JBP. 25年前在JBPA/JBP。
Pub Date : 2019-05-23 eCollection Date: 2019-01-01 DOI: 10.5210/jbc.v43i1.9957
Thomas St John Merrill
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引用次数: 0
Usability Guidelines for an Online Image Database. 在线图像数据库的可用性指南。
Pub Date : 2019-05-23 eCollection Date: 2019-01-01 DOI: 10.5210/jbc.v43i1.7874
Ruth Chang, Donald F Bliss, Anne R Altemus

There are currently no existing guidelines for optimizing user experience in online image databases. Here we use established usability design principles to develop a set of 50 recommendations for improving database organization, navigability, and search functionality. We conduct a resource audit of commercial and non-profit image galleries and evaluate them upon our criteria. Our findings are summarized within a basic wireframe to be used as reference for prospective image databases in the future.

目前还没有关于优化在线图像数据库用户体验的指导方针。在这里,我们使用已建立的可用性设计原则来开发一组50条建议,用于改进数据库组织、可导航性和搜索功能。我们对商业和非营利图像库进行资源审计,并根据我们的标准对其进行评估。我们的研究结果总结在一个基本的线框中,作为未来前瞻性图像数据库的参考。
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引用次数: 1
Medical Photography: Practices of Graduate Students at Makerere University. 医学摄影:马凯雷雷大学研究生的实践。
Pub Date : 2019-05-23 eCollection Date: 2019-01-01 DOI: 10.5210/jbc.v43i1.9484
Apollo Peter Bamusonighe, Gerald Tumusiime, Paul Lukiza, Joseph Ochieng

Medical photography is a specialized genre of photography concerned with taking photographs beneficial to medical practice. This study aimed at delineating trends in medical photography practices among graduate students at Makerere University in Kampala, Uganda. Data suggest most graduate students first encounter medical photographs in their classes (68.1%), although some had taken their own medical photographs (13.5%), primarily using their mobile phone (81.6%). However, the majority of the photographs (66%) were taken by their colleagues.

医学摄影是一种专门拍摄有利于医疗实践的照片的摄影流派。本研究旨在描述乌干达坎帕拉Makerere大学研究生医学摄影实践的趋势。数据显示,大多数研究生第一次接触医学照片是在课堂上(68.1%),尽管有些人曾自己拍摄过医学照片(13.5%),主要是用手机拍摄的(81.6%)。然而,大多数照片(66%)是由他们的同事拍摄的。
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引用次数: 0
Creating an Interactive Aid to Mediate Obesity Diagnoses and Management 创建一个互动式辅助来调解肥胖的诊断和管理
Pub Date : 2019-04-22 DOI: 10.5210/jbc.v43i2.10279
Shariwa Oke, Kristin Mount, K. Varady, Samantha Bond
The purpose of this research was to design an application using iterative design and usability testing to convey nutrition, exercise, and obesity information to a patient with obesity. The study consisted of three phases: the research phase (Pre-phase), prototype phase (Phase 1), and application phase (Phase 2). In the pre-phase, group discussions were held with four experts, where they discussed the desired functionality of the proposed application. Their suggestions were incorporated into a paper prototype that was developed for iterative design testing in Phase 1. Experts first answered questions about their patients and then were given tasks to complete using the prototype. In Phase 2, the application was developed in the Unity 2D gaming engine. User feedback from Phase 1 testing was considered for Phase 2 design and functionality choices. Test subjects were given either the mobile application or a handout with the identical written content. All subjects were given a pre-test, including questions about comfort level with their health care provider and knowledge of exercise and nutrition, before they were given either the application or the handout. A post-test was given after subjects had interacted with their materials for one week. Qualitative data from prototyping and iterative design testing is a valuable tool for improving future health and wellness applications.
本研究的目的是设计一个应用程序,使用迭代设计和可用性测试,向肥胖患者传达营养,运动和肥胖信息。研究包括三个阶段:研究阶段(前期阶段)、原型阶段(第一阶段)和应用阶段(第二阶段)。在前期阶段,与四位专家进行小组讨论,讨论拟议应用程序的期望功能。他们的建议被整合到纸上原型中,并在第一阶段进行迭代设计测试。专家们首先回答了关于病人的问题,然后被分配了使用原型完成的任务。在第二阶段,应用程序是在Unity 2D游戏引擎中开发的。第一阶段测试的用户反馈被考虑用于第二阶段的设计和功能选择。测试对象被发给手机应用程序或具有相同书面内容的讲义。在发给他们应用程序或讲义之前,所有受试者都进行了预测试,包括与他们的医疗保健提供者的舒适程度以及运动和营养知识等问题。在受试者与材料互动一周后进行后测。来自原型设计和迭代设计测试的定性数据是改进未来健康和保健应用程序的宝贵工具。
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引用次数: 0
You Can't Hide Behind a Line - 1989 AMI Presidential Address. 你不能躲在线后面——1989年AMI总统演讲。
Pub Date : 2018-12-25 eCollection Date: 2018-01-01 DOI: 10.5210/jbc.v42i2.9578
Robert J Demarest

There are fundamental truths with which we must not lose touch. We need to articulate them on occasions. So, I will be talking about fundamental things today. You need not agree with all that I say. You may argue with my definitions. You may want to substitute, or add, retract, or even object to some of my thoughts. But think about them you must. For what I will be talking about is the very fiber and substance of our field. - Robert J. Demarest.

有一些基本的真理是我们不能忘记的。我们有时需要把它们表达出来。所以,今天我要讲一些基本的东西。你不必同意我所说的一切。你可能会对我的定义有异议。你可能想要替换,或增加,撤回,甚至反对我的一些想法。但是你必须考虑他们。因为我将要谈论的是我们这个领域的纤维和实质。——罗伯特·j·德马雷斯特
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引用次数: 0
Exploring Animation Styles to Communicate the Effects of Exercise on Gut Microbiota 探索动画风格来传达运动对肠道微生物群的影响
Pub Date : 2018-12-25 DOI: 10.5210/jbc.v42i2.9560
Veronica Zoeckler, Christine D. Young, Karen Bucher, Jarrad Hampton-Marcell, Kevin Brennan
This study of learning principle-designed scientific animation sought to determine whether animation is an effective teaching tool and what components of animation fulfill that role. It is known that there is a lack of animations that concretely support research-based learning principles. There are qualitative studies describing how different visual styles of animation may affect learning. These studies have provided the visual preferences and opinions of certain audiences. However, there are much fewer quantitative studies that objectively test whether differences in visual style produce different learning outcomes. The limited amount of scientific papers demonstrating how animation design effects comprehension leads to a concern that most scientific animations are crafted according to creator preferences and rely on instinct rather than evidence-based practices. This study analyzed the effects of one component of scientific animation, realism, to quantitatively assess the effects of visual realism on learning and to quantitatively gather viewer preferences and opinions on this subject. One animation was designed using cognitive principles and artistic standards. It was rendered into three distinct visual styles with progressive increase in level of detail: schematic, semi-realistic, realistic. Participants were randomly assigned a level of detail, assessed on the animation material, and given samples of the styles to comment on. There was a positive improvement in test scores before and after viewing one of the three animation styles. The greatest improvement in test scores was seen among participants with low prior knowledge who were shown the simplest visual style (schematic). The vast majority of participants preferred the most detailed version. About ten percent of participants claimed to see "no difference" among the three visual styles when asked to choose a preferred rendering. From these results it was concluded that an animation can effectively fulfill learning design even with simplified visuals. Simplified 3D animations can be specifically beneficial to beginners. This study benefitted from user preference input even though the preferred visual style (realistic) was not linked to a significantly better improvement in scores. The results emphasize the need to integrate learning principles in scientific animation design.
本研究的学习原理设计的科学动画试图确定动画是否是一种有效的教学工具,动画的哪些组成部分履行这一角色。众所周知,目前缺乏具体支持研究性学习原则的动画。有定性研究描述了不同视觉风格的动画如何影响学习。这些研究提供了某些观众的视觉偏好和意见。然而,客观地测试视觉风格差异是否会产生不同的学习结果的定量研究要少得多。展示动画设计如何影响理解的科学论文数量有限,这导致人们担心大多数科学动画是根据创作者的偏好制作的,依赖于本能,而不是基于证据的实践。本研究分析了科学动画的一个组成部分——现实主义的影响,以定量评估视觉现实主义对学习的影响,并定量收集观众对这一主题的偏好和意见。一个动画是用认知原理和艺术标准设计的。它被渲染成三种不同的视觉风格,逐步增加细节水平:示意图,半现实,现实。参与者被随机分配了一个细节水平,对动画材料进行评估,并给出风格样本进行评论。在观看三种动画风格中的一种之前和之后,测试成绩都有积极的提高。测试成绩提高最大的是那些拥有较低先验知识的参与者,他们被展示了最简单的视觉风格(示意图)。绝大多数参与者更喜欢最详细的版本。当被要求选择最喜欢的渲染时,大约10%的参与者声称在三种视觉风格中“没有区别”。从这些结果可以得出结论,动画可以有效地完成学习设计,即使简化了视觉效果。简化的3D动画对初学者特别有益。这项研究受益于用户偏好输入,即使首选的视觉风格(现实主义)与分数的显著提高无关。研究结果强调了在科学动画设计中整合学习原则的必要性。
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引用次数: 1
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The Journal of biocommunication
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