| Keyword search (4,163 papers available) | ![]() |
"gamification" 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 | 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 |
| 3 | LapBot-Safe Chole: validation of an artificial intelligence-powered mobile game app to teach safe cholecystectomy | St John A; Khalid MU; Masino C; Noroozi M; Alseidi A; Hashimoto DA; Altieri M; Serrot F; Kersten-Oertal M; Madani A; | 39009730 ENCS |
| Title: | Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study | ||||
| Authors: | Titov A, Drouin S, Kersten-Oertel M | ||||
| Link: | https://pubmed.ncbi.nlm.nih.gov/41341989/ | ||||
| DOI: | 10.2196/45828 | ||||
| Publication: | JMIR neurotechnology | ||||
| Keywords: | angiography; depth cues; gamification; medical image visualization; mobile games; mobile phone; volume 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. |
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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. |



