连接大脑,一个研究血管造影可视化深度感知的移动应用程序:游戏化研究

JMIR neurotechnology Pub Date : 2023-10-20 DOI:10.2196/45828
Andrey Titov, Simon Drouin, Marta Kersten-Oertel
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引用次数: 0

摘要

可视化研究的瓶颈之一是缺乏志愿者来评估新方法和范式。基于网络的市场的可用性增加,加上在移动设备上实现体积渲染(一种计算成本高昂的方法)的可能性,为在医学图像可视化研究中使用游戏化打开了大门。我们的目的是描述一项游戏化研究,目的是比较几种脑血管可视化技术,并评估游戏化是否为医学成像领域进行用户研究的有效范例。方法采用Android (Google LLC)和iOS (Apple Inc .)平台开发并发行的手机游戏《Connect Brain》进行研究。《Connect Brain》有两个小游戏:一个要求玩家决定不同血管的深度,另一个要求玩家决定两个血管是否相连。游戏化范式使我们能够从许多参与者(N=111)收集许多数据样本(分别用于深度比较和血管连接任务的5267和1810),在可视化技术的有效性方面产生了与较小的实验室研究相似的结果。我们的研究结果表明,游戏化范式不仅是传统实验室用户研究的可行替代方案,而且可能具有一些优势。
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Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study
Background One of the bottlenecks of visualization research is the lack of volunteers for studies that evaluate new methods and paradigms. The increased availability of web-based marketplaces, combined with the possibility of implementing volume rendering, a computationally expensive method, on mobile devices, has opened the door for using gamification in the context of medical image visualization studies. Objective We aimed to describe a gamified study that we conducted with the goal of comparing several cerebrovascular visualization techniques and to evaluate whether gamification is a valid paradigm for conducting user studies in the domain of medical imaging. Methods The study was implemented in the form of a mobile game, Connect Brain, which was developed and distributed on both Android (Google LLC) and iOS (Apple Inc) platforms. Connect Brain features 2 minigames: one asks the player to make decisions about the depth of different vessels, and the other asks the player to determine whether 2 vessels are connected. Results The gamification paradigm, which allowed us to collect many data samples (5267 and 1810 for the depth comparison and vessel connectivity tasks, respectively) from many participants (N=111), yielded similar results regarding the effectiveness of visualization techniques to those of smaller in-laboratory studies. Conclusions The results of our study suggest that the gamification paradigm not only is a viable alternative to traditional in-laboratory user studies but could also present some advantages.
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