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Matthias Weigl

dblp:144/6109 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2015
0000-0003-2408-1725ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 87% Interaction techniques and input · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies › medical education
anatomy education
0.212014
An AR edutainment system supporting bone anatomy learning · VR 2014
Learning and educational technologies › immersive learning
augmented reality learning
0.212014
An AR edutainment system supporting bone anatomy learning · VR 2014
Interaction techniques and input
gesture input
0.112014
An AR edutainment system supporting bone anatomy learning · VR 2014

Methods — techniques the papers use, named apart from their topics

augmented reality visualization · 0.2
YearPublicationVenuePosition
2015 Vertebroplasty Performance on Simulator for 19 Surgeons Using Hierarchical Task Analysis
abstract
We present a unique simulator-based methodology for assessing both technical and nontechnical (cognitive) skills for surgical trainees while immersed in a complete medical simulation environment. Further, we have included two crisis scenarios which allow for the evaluation of the effect of cognitive strategy selection on the low-level surgical skills. Training these mixed-mode scenarios can thereby be evaluated on our platform, allowing for improved assessment and a stronger foundation for credentialing, with the potential to reduce the occurrence of adverse events in the operating room. Scientific evaluation and validation of our work is conducted together with 19 junior surgeons in order to achieve the following goals: 1) to provide a qualitative measure of usability, 2) to assess vertebroplasty technical performance of the surgeon, and 3) to explore the relationship between mental workload and surgical performance during crisis. Our results indicate that: 1) the surgeons scored the face validity of our modeled simulation environment very highly ( 4.68 ±0.48, using a 5-point Likert scale), 2) surgeon training enabled completion of tasks more quickly, and 3) the introduction of crisis scenarios negatively affected the surgeons' objective performance. Taken together, our results underscore the need to develop realistic simulation environments that prepare young residents to respond to emergent events in the operating room.
Patrick Wucherer, Philipp Stefan, Kamyar Abhari, Pascal Fallavollita, Matthias Weigl, Marc Lazarovici, Alexander Winkler, Simon Weidert, Terry M. Peters, Sandrine de Ribaupierre, Roy Eagleson, Nassir Navab
IEEE Trans. Medical Imaging5
2014 An AR edutainment system supporting bone anatomy learning
abstract
We present a medical Augmented Reality (AR) edutainment system for bone anatomy learning. This learning environment, called AR bone puzzle, is a metaphor for bone anatomy learning with AR visualization and intuitive interaction. AR bone puzzle uses its user's body as a puzzle frame and computer generated virtual bones as puzzle pieces. Users learn bone anatomy by assembling the virtual bone pieces on their body. Key features of this system are 3D AR visualization and intuitive gesture based user interaction.
Philipp Stefan, Patrick Wucherer, Yuji Oyamada, Alexander Schoch, Motoko Kanegae, Naoki Shimizu, Tatsuya Kodera, Sebastien Cahier, Matthias Weigl, Maki Sugimoto, Pascal Fallavollita, Hideo Saito 0001, Nassir Navab
VR10