Keyword search (4,163 papers available)

"mobile phone" 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 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
3 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
4 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
5 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
6 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

 

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.





BookR developed by Sriram Narayanan
for the Concordia University School of Health
Copyright © 2011-2026
Cookie settings
Concordia University