|
| This Article | ||
| ||
| Share | ||
| Bibliographic References | ||
| Add to: | ||
| | ||
| Search | ||
| ||
| ASCII Text | x | ||
| Jing Qin, Yim-Pan Chui, Wai-Man Pang, Kup-Sze Choi, Pheng-Ann Heng, "Learning Blood Management in Orthopedic Surgery through Gameplay," IEEE Computer Graphics and Applications, vol. 30, no. 2, pp. 45-57, March/April, 2010. | |||
| BibTex | x | ||
| @article{ 10.1109/MCG.2009.83, author = {Jing Qin and Yim-Pan Chui and Wai-Man Pang and Kup-Sze Choi and Pheng-Ann Heng}, title = {Learning Blood Management in Orthopedic Surgery through Gameplay}, journal ={IEEE Computer Graphics and Applications}, volume = {30}, number = {2}, issn = {0272-1716}, year = {2010}, pages = {45-57}, doi = {http://doi.ieeecomputersociety.org/10.1109/MCG.2009.83}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Computer Graphics and Applications TI - Learning Blood Management in Orthopedic Surgery through Gameplay IS - 2 SN - 0272-1716 SP45 EP57 EPD - 45-57 A1 - Jing Qin, A1 - Yim-Pan Chui, A1 - Wai-Man Pang, A1 - Kup-Sze Choi, A1 - Pheng-Ann Heng, PY - 2010 KW - orthopedic-surgery trainer KW - game-oriented simulation KW - bleeding simulation KW - blood management KW - physics processing unit KW - graphics processing unit KW - GPU KW - computer graphics KW - graphics and multimedia VL - 30 JA - IEEE Computer Graphics and Applications ER - | |||
1. S. Blackman, "Serious Games … and Less!" ACM Siggraph Computer Graphics, vol. 39, no. 1, 2005, pp. 12–16.
2. D. Michel and S. Chen, Serious Games: Games That Educate, Train, and Inform, Thomson Course Technology, 2006.
3. S. Olga, S. Alexei, and H.T. Sen, "Orthopaedic Surgery Training Simulation," J. Mechanics in Medicine and Biology, vol. 7, no. 1, 2007, pp. 37–53.
4. B.D. Anderson et al., "Integrated Lower Extremity Trauma Simulator," Proc. Medicine Meets Virtual Reality, IOS Press, 2006, pp. 19–24.
5. K.P. Reinig et al., "The United States Military's Thigh Trauma Simulator," Clinical Orthopaedics & Related Research, Jan. 2006, pp. 45–56.
6. V. Narayanasamy et al., "Distinguishing Games and Simulation Games from Simulators," Computer Entertainment, vol. 4, no. 2, 2006, p. 9.
7. L. Sauvé et al., "Distinguishing between Games and Simulations: A Systematic Review," Archives of Surgery, vol. 142, no. 2, 2007, pp. 181–186.
8. A. Rollings and D. Morris, Game Architecture and Design, New Riders, 2004.
9. W.E. Lorensen and H.E. Cline, "Marching Cubes: A High Resolution 3D Surface Construction Algorithm," Proc. Siggraph, ACM Press, vol. 21, no. 4, 1987, pp. 163–170.
10. F.H. Silver, J.W. Freeman, and D. Devore, "Viscoelastic Properties of Human Skin and Processed Dermis," Skin Research and Technology, vol. 7, no. 1, 2001, pp. 18–23.
11. S.P. Magnusson, "Passive Properties of Human Skeletal Muscle during Stretch Maneuvers," Scandinavian J. Medicine and Science in Sports, vol. 8, no. 2, 1998, pp. 304–313.
12. M.V. Loocke, C.G. Lyons, and C. Simms, "The Three-Dimensional Mechanical Properties of Skeletal Muscle: Experiments and Modeling," Topics in Bio-mechanical Engineering, Trinity Centre for Bioengineering, 2004, pp. 216–234.
13. S.H. Simpson et al., "A Computer Model of Major Haemorrhage and Resuscitation," Medical Eng. and Physics, vol. 18, no. 4, 1996, pp. 339–343.
14. J.J. Monaghan, "Simulating Free Surface Flows with SPH," J. Computational Physics, vol. 110, no. 2, 1994, pp. 399–406.
15. Y. Xie et al., "GPU-Friendly Marching Cubes for Visualizing Translucent Isosurfaces," Proc. Medicine Meets Virtual Reality, IOS Press, 2007, pp. 500–503.
16. J. Qin et al., "A Distributed Simulation System for Virtual-Reality Based Medical Learning," Proc. World Congress Medical Physics and Biomedical Eng., IOS Press, 2006, pp. 3139–3142.
17. Openhaptics Toolkit Programmer's Guide Version 2.0, SensAble Technologies, 2005.
18. C. Sussman and B. Bates-Jensen, Wound Care: A Collaborative Practice Manual for Health Professionals, 3rd ed., Lippincott Williams and Wilkins, 2007.
19. K.M. Lee and W. Peng, "What Do We Know about Social and Psychological Effects of Computer Games? A Comprehensive Review of Current Literature," Playing Video Games: Motives, Responses, and Consequences, P. Vorderer, and J. Bryant eds., Lawrence Erlbaum Associates, 2006, pp. 325–346.
20. M. Griffiths,, "Violent Video Games and Aggression: A Review of the Literatures," Aggression and Violent Behavior, vol. 4, no. 2, 1999, pp. 203–213.
21. M.L. Good, "Patient Simulation for Training Basic and Advanced Clinical Skills," Medical Education, vol. 37, no. 1, 2003, pp. 14–21.

