Keyword search (4,163 papers available)

"Mobile" Keyword-tagged Publications:

Title Authors PubMed ID
1 Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study Titov A; Drouin S; Kersten-Oertel M; 41341989
ENCS
2 Cooperative Schemes for Joint Latency and Energy Consumption Minimization in UAV-MEC Networks Cheng M; He S; Pan Y; Lin M; Zhu WP; 40942666
ENCS
3 iSurgARy: A mobile augmented reality solution for ventriculostomy in resource-limited settings Asadi Z; Castillo JP; Asadi M; Sinclair DS; Kersten-Oertel M; 39816703
ENCS
4 Exploring the Qualitative Experiences of Administering and Participating in Remote Research via Telephone Using the Montreal Cognitive Assessment-Blind: Cross-Sectional Study of Older Adults Dumassais S; Grewal KS; Aubin G; O' Connell M; Phillips NA; Wittich W; 39546346
PSYCHOLOGY
5 Leveraging Personal Technologies in the Treatment of Schizophrenia Spectrum Disorders: Scoping Review D' Arcey J; Torous J; Asuncion TR; Tackaberry-Giddens L; Zahid A; Ishak M; Foussias G; Kidd S; 39348196
PSYCHOLOGY
6 Proof-of-concept testing of a mobile application-delivered mindfulness exercise for emotional eaters: RAIN delivered as a step-by-step image sequence Carrière K; Siemers N; Thapar S; Knäuper B; 39114459
HKAP
7 Expanding a Behavioral View on Digital Health Access: Drivers and Strategies to Promote Equity Kepper MM; Fowler LA; Kusters IS; Davis JW; Baqer M; Sagui-Henson S; Xiao Y; Tarfa A; Yi JC; Gibson B; Heron KE; Alberts NM; Burgermaster M; Njie-Carr VP; Klesges LM; 39088246
PSYCHOLOGY
8 Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game Noroozi M; St John A; Masino C; Laplante S; Hunter J; Brudno M; Madani A; Kersten-Oertel M; 39052314
ENCS
9 ALBA: a model-driven framework for the automatic generation of android location-based apps Gharaat M; Sharbaf M; Zamani B; Hamou-Lhadj A; 38624616
ENCS
10 Understanding Adolescents' Experiences With Menstrual Pain to Inform the User-Centered Design of a Mindfulness-Based App: Mixed Methods Investigation Study Gagnon MM; Brilz AR; Alberts NM; Gordon JL; Risling TL; Stinson JN; 38587886
PSYCHOLOGY
11 Bioretention Design Modifications Increase the Simulated Capture of Hydrophobic and Hydrophilic Trace Organic Compounds Rodgers TFM; Spraakman S; Wang Y; Johannessen C; Scholes RC; Giang A; 38483320
CHEMBIOCHEM
12 Variation the in relationship between urban tree canopy and air temperature reduction under a range of daily weather conditions Locke DH; Baker M; Alonzo M; Yang Y; Ziter CD; Murphy-Dunning C; O' Neil-Dunne JPM; 38352758
BIOLOGY
13 Inpatient Care Utilization Following Mobile Crisis Response Encounters Among Racial/Ethnic Minoritized Youth Lui JHL; Chen BC; Benson LA; Lin YR; Ruiz A; Lau AS; 37422107
CONCORDIA
14 Design Principles in mHealth Interventions for Sustainable Health Behavior Changes: Protocol for a Systematic Review Yang L; Kuang A; Xu C; Shewchuk B; Singh S; Quan H; Zeng Y; 36811938
ENCS
15 Smartphone apps for menstrual pain and symptom management: A scoping review Trépanier LCM; Lamoureux É; Bjornson SE; Mackie C; Alberts NM; Gagnon MM; 36761398
PSYCHOLOGY
16 Double-Bind of Recruitment of Older Adults Into Studies of Successful Aging via Assistive Information and Communication Technologies: Mapping Review Khalili-Mahani N; Sawchuk K; 36563033
CONCORDIA
17 Practical fixed-time trajectory tracking control of constrained wheeled mobile robots with kinematic disturbances Lu Q; Chen J; Wang Q; Zhang D; Sun M; Su CY; 35039151
ENCS
18 Evaluation of the Diet Tracking Smartphone Application Keenoa™: A Qualitative Analysis Bouzo V; Plourde H; Beckenstein H; Cohen TR; 34582258
PERFORM
19 Validity and Usability of a Smartphone Image-Based Dietary Assessment App Compared to 3-Day Food Diaries in Assessing Dietary Intake Among Canadian Adults: Randomized Controlled Trial Ji Y; Plourde H; Bouzo V; Kilgour RD; Cohen TR; 32902389
PERFORM
20 MARIN: an open-source mobile augmented reality interactive neuronavigation system. Léger É; Reyes J; Drouin S; Popa T; Hall JA; Collins DL; Kersten-Oertel M; 32323206
PERFORM
21 Quantifying attention shifts in augmented reality image-guided neurosurgery. Léger É, Drouin S, Collins DL, Popa T, Kersten-Oertel M 29184663
PERFORM
22 Gesture-based registration correction using a mobile augmented reality image-guided neurosurgery system. Léger É, Reyes J, Drouin S, Collins DL, Popa T, Kersten-Oertel M 30800320
PERFORM

 

Title:Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study
Authors:Titov ADrouin SKersten-Oertel M
Link:https://pubmed.ncbi.nlm.nih.gov/41341989/
DOI:10.2196/45828
Publication:JMIR neurotechnology
Keywords:angiographydepth cuesgamificationmedical image visualizationmobile gamesmobile phonevolume visualization
PMID:41341989 Category: Date Added:2025-12-04
Dept Affiliation: ENCS
1 Software and Information Technology Engineering Department École de Technologie Supérieure Montreal, QC Canada.
2 Gina Cody School of Computer Science and Engineering Concordia University Montreal, QC Canada.

Description:

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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