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The occurrence of failures and mistakes in health care, from primary care procedures to the complexities of the operating room, has become a hot-button issue with the general public and within the medical community. Around the Patient Bed: Human Factors and Safety in Health Care examines the problem and investigates the tools to improve health care quality and safety from a human factors engineering viewpoint-the applied scientific field engaged in the interaction between the human operator (functionary, worker), task requirements, the governing technical systems, and the characteristics of the work environment. The book presents a systematic human factors-based, proactive approach to the improvement of health care work and patient safety. The proposed approach delineates a more direct and powerful alternative to the contemporary dominant focus on error investigation and care providers' accountability. It demonstrates how significant improvements in the quality of care and enhancement of patient safety are contingent on a major shift from efforts and investments driven by a retroactive study of errors, incidents, and adverse events, to an emphasis on proactive human factors-driven intervention and the development of corresponding conceptual approaches and methods for its systematic implementation. Edited by Yoel Donchin, representing the medical profession, and Daniel Gopher, from the human factors engineering field, the book brings together experts who have collaborated to present studies that reveal a wide range of problems and weaknesses of the contemporary health care system, which impair safety and quality and increase workload. The book presents practical solutions based on human factors engineering components and cognitive psychology, and explains their driving principles and methodologies. This approach provides tools to significantly reduce the number of errors, creates a safe environment, and improves the quality of health care.
The advent of augmented reality technologies used to assist human operators in complex manipulative operations-has brought an urgency to research into the modeling and training of human skills in Virtual Environments. However, modeling a specific act still represents a challenge in cognitive science. The same applies for the control of humanoid robots and the replication of skilled behavior of avatars in Virtual Environments. Skill Training in Multimodal Virtual Environments presents the scientific background, research outcomes, engineering developments, and evaluation studies conducted during the five years (2006-2011) of the project SKILLS-Multimodal Interfaces for Capturing and Transfer of Skill, funded by the European Commission under its 6th Framework Programme for Research and Technological Development. The SKILLS project evaluated how to exploit robotics and virtual environment technologies for the training of specific skills. This book details the novel approach used in the study to cope with skill acquisition, setting aside the mainstream assumptions of common computer-assisted training simulators. It explores how the SKILLS approach generated new training scenarios that allow users to practice new experiences in the performance of the devised task. Using a carefully designed approach that balances science with practicality, the book explores how virtual and augmented reality systems can be designed to address the skill transfer and training in different application contexts. The application of the same roadmap to skills originating from domains such as sports, rehabilitation, industrial environment, and surgery sets this book apart. It demonstrates how technology-oriented training conditions can yield better results than more traditional training conditions.
The advent of augmented reality technologies used to assist human operators in complex manipulative operations-has brought an urgency to research into the modeling and training of human skills in Virtual Environments. However, modeling a specific act still represents a challenge in cognitive science. The same applies for the control of humanoid robots and the replication of skilled behavior of avatars in Virtual Environments. Skill Training in Multimodal Virtual Environments presents the scientific background, research outcomes, engineering developments, and evaluation studies conducted during the five years (2006-2011) of the project SKILLS-Multimodal Interfaces for Capturing and Transfer of Skill, funded by the European Commission under its 6th Framework Programme for Research and Technological Development. The SKILLS project evaluated how to exploit robotics and virtual environment technologies for the training of specific skills. This book details the novel approach used in the study to cope with skill acquisition, setting aside the mainstream assumptions of common computer-assisted training simulators. It explores how the SKILLS approach generated new training scenarios that allow users to practice new experiences in the performance of the devised task. Using a carefully designed approach that balances science with practicality, the book explores how virtual and augmented reality systems can be designed to address the skill transfer and training in different application contexts. The application of the same roadmap to skills originating from domains such as sports, rehabilitation, industrial environment, and surgery sets this book apart. It demonstrates how technology-oriented training conditions can yield better results than more traditional training conditions.
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