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1.
远程医学在推动优质医疗资源纵向流动方面发挥出越来越重要的作用,远程脑卒中项目在发达国家的开展也日益规范。从我国脑卒中诊疗服务的实际需求出发,结合目前计算机网络、通讯技术的发展状况,提出基于无线物联网的远程脑卒中诊疗服务模式,充分利用现代信息技术优势,提高脑卒中诊疗水平,促进远程医学的发展。  相似文献   

2.
随着社会急诊医疗需求的快速增长,大量患者涌入医院,造成急诊室过度拥挤、医疗服务质量下降、医疗费用升高和住院时间延长等问题。基于体域网技术的家庭健康监护及远程急诊分诊模式通过加强对特殊人群的健康监护,起到疾病早期积极干预的作用,将急诊患者的分诊平台延伸到院前阶段,有效分流急诊患者到各级医疗机构,缓解急诊室过度拥挤,提高优质急诊医疗资源的利用效率。  相似文献   

3.
健康扶贫是提高贫困地区人民群众的健康水平、实现健康中国的重要途径。构建和完善中国贫困地区的医疗服务体系,要重点加强医疗卫生机构标准化建设、公共卫生服务网络建设、远程医疗服务体系建设和中医药服务能力建设等方面,形成与当地经济发展和健康需求相适应的医疗卫生服务体系,保障贫困人群的健康,最终实现全民健康。  相似文献   

4.
在医疗健康技术与数字技术的双重驱动下,数字健康领域迅速崛起,为维护人民生命健康、改善国民诊疗体验提供了全新的解决方案。随着社会经济的发展、消费结构的优化、人口老龄化及城镇化的深入推进,数字健康的应用场景日新月异,发展前景日益广阔。在2023年,数字健康在科学、技术、产业等方面均取得了显著进步,这得益于政策的扶持、前沿技术的突破以及产品的成功上市。该文旨在从政策规划、科学创新、技术演进、产品研发等多个维度,全面剖析数字健康的最新科技成果,并对其未来的发展方向进行探讨。  相似文献   

5.
通过对医院单日102例远程会诊病例从地域分布、临床分类和会诊目的3个方面的简单统计分析,讨论远程医学的应用需求、应用方式,探索远程医学在区域医疗协作中的应用模式。  相似文献   

6.
7.
<正> 各种树脂在医疗上应用包括体液去毒、血液处理、内服、外敷、医疗用水处理及临床分析检测等。在体液去毒方面,血液体外灌流去除血、尿中有害物质,现已广泛应用在人工肾、人工肝、人工肺和药物解毒等医疗技术。由于材料血相容性的改善,及抗凝效果的提高,这种治疗技术在日益发展中。在这种血液体外灌流的技术中,研制  相似文献   

8.

互联网为医学发展提供了丰富的网络资源,尤其是在远程医疗、康复保健、教学、科学研究方面展现了突出的优势。在病理学科发展方面,互联网+主要在推动区域性病理中心建设、多学科诊疗、病理远程会诊、住院医师规范化培训及病理教学方面发挥了极大的促动作用。

  相似文献   

9.
作为一种成熟的通信技术,统一通信正逐步被国内大型医院所采用。在医院这个特殊的应用场景里,统一通信在方便医护人员沟通的同时,也能在咨询预约、医疗会诊、远程医疗、护士紧急呼叫、病房探视等面为病患提供帮助。  相似文献   

10.
<正> 各种树脂在医疗上应用包括体液去毒、血液处理、内服、外敷、医疗用水处理及临床分析检测等。在体液去毒方面,血液体外灌流去除血、尿中有害物质,现已广泛应用在人工肾、人工肝、人工肺和药物解毒等医疗技术。由于材料血相容性的改善,及抗凝效果的提高,这种治疗技术在日益发展中。在这种血液体外灌流的技术中,研制  相似文献   

11.
虚拟现实技术应用于运动障碍康复的研究   总被引:1,自引:0,他引:1  
概述了近年来虚拟现实技术在运动障碍康复中的应用。介绍了该技术在运动障碍康复领域的四个重点研究方向:康复机器人、虚拟人、基于触觉反馈和力反馈的虚拟现实康复平台以及游戏机Wii的应用和新进展。最后总结了虚拟现实应用于运动障碍康复的优势及面临的主要挑战。  相似文献   

12.
药物成瘾者戒断后的持久复吸是治疗药物成瘾的难点.成瘾者出现持续复吸的重要原因是由于成瘾记忆的长期存在.成瘾物质的长期反复使用导致前额叶-边缘多巴胺系统结构和功能的适应性改变,这种改变是成瘾记忆形成的神经基础.本文从学习记忆的角度来理解成瘾形成,介绍了成瘾记忆的初始形成阶段、习惯化阶段和成瘾行为维持阶段及其相应的神经基础.回顾了近年来成瘾记忆的临床干预方法,包括消退干预方法、增强消退干预的多情境干预方法,以及直接干预消除成瘾记忆的记忆再巩固干预方法,并总结了虚拟现实、神经调控技术在成瘾记忆干预中的应用.对记忆再巩固干预方法与虚拟现实、神经调控技术相结合干预成瘾记忆进行展望,为药物成瘾的临床干预和治疗提供了新方法、新思路.  相似文献   

13.
网络虚拟实验室为现代医学提供了新的实验和教学手段,虚拟现实软件Virtools为网络虚拟实验室提供了可行的技术支持。文章在介绍了网络虚拟实验室概念、功能、特性和Virtools的使用特点后,提出利用Virtools开发医院网络虚拟实验室的过程和方法。  相似文献   

14.
Abstract

A novel simulation interface is being developed as an educational tool to help students better understand fundamentals of materials science. This interface makes use of virtual reality (VR) technology consisting of PC-based graphics and a force-feedback haptic device. Visualization of atomistic processes with simultaneous tactile sensation via the haptic provides a powerful method for understanding complex phenomena that are otherwise difficult to comprehend. Modules are described that allow students to interactively explore interatomic bonding and single-atom diffusion through materials.  相似文献   

15.
Many outcome studies have been conducted to assess the efficacy of virtual reality in the treatment of specific phobias. However, most studies used self-report data. The addition of objective measures of arousal and information processing mechanisms would be a valuable contribution in order to validate the usefulness of virtual reality in the treatment of anxiety disorders. The goal of this study was to document the impact of virtual reality exposure (VRE) on cardiac response and automatic processing of threatening stimuli. Twenty-eight adults suffering from arachnophobia were assessed and received an exposure-based treatment using virtual reality. General outcome and specific processes measures included a battery of standardized questionnaires, a pictorial emotional Stroop task, a behavioral avoidance test and a measure of participants’ inter-beat intervals (IBI) while they were looking at a live tarantula. Assessment was conducted before and after treatment. Repeated measures ANOVAs revealed that therapy had a positive impact on questionnaire data, as well as on the behavioral avoidance test. Analyses made on the pictorial Stroop task showed that information processing of spider-related stimuli changed after treatment, which also indicates therapeutic success. Psychophysiological data also showed a positive change after treatment, suggesting a decrease in anxiety. In sum, VRE led to significant therapeutic improvements on objective measures as well as on self-report instruments.  相似文献   

16.
医学信息的虚拟存储及其系统模型的构建   总被引:1,自引:0,他引:1  
本文引入了医学信息的虚拟存储新理念,用以解决海量医学数据的存储难题,并提出了在上海广电集团所建立的上海远程医学网络平台上的具体设计方案,包括建立虚拟映射,数据访问中数据传输技术的研究以及存储管理的设想。  相似文献   

17.
Cigarette smoking in adolescents is a major public health problem. To address the increasing need for efficacious assessment and treatment methods, we developed and tested a novel virtual reality cue reactivity assessment system. A case study of a controlled virtual reality cue reactivity trial with a 17-year-old adolescent cigarette smoker is presented. During the trial, the participant was exposed to virtual reality (VR) smoking cues and VR neutral cues and assessments of subjective craving and skin conductance response (SCR) were recorded. Upon exposure to VR smoking cues, craving increased. A novel methodology for collecting and analyzing SCR in VR was developed and explored to expand the role of physiological variables in VR research. SCR data indicated specific reactions to smoking cue stimuli, with the subject experiencing increased reactivity to smoking cues (i.e., cigarettes) compared to food or drinks. Based on this case study, further research using VR cue reactivity assessment in adolescent smokers is warranted. The impact of VR in drug research and future applications in research are also discussed.  相似文献   

18.
In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.  相似文献   

19.
OBJECTIVE: To create and evaluate a pilot bioterrorism defense training environment using virtual reality technology. METHODS: The present pilot project used Second Life, an internet-based virtual world system, to construct a virtual reality environment to mimic an actual setting that might be used as a Strategic National Stockpile (SNS) distribution site for northern California in the event of a bioterrorist attack. Scripted characters were integrated into the system as mock patients to analyze various clinic workflow scenarios. Users tested the virtual environment over two sessions. RESULTS: Thirteen users who toured the environment were asked to complete an evaluation survey. Respondents reported that the virtual reality system was relevant to their practice and had potential as a method of bioterrorism defense training. CONCLUSIONS: Computer simulations of bioterrorism defense training scenarios are feasible with existing personal computer technology. The use of internet-connected virtual environments holds promise for bioterrorism defense training. Recommendations are made for public health agencies regarding the implementation and benefits of using virtual reality for mass prophylaxis clinic training.  相似文献   

20.
Can virtual reality be useful for visualizing and analyzing molecular structures and three-dimensional (3D) microscopy? Uses we are exploring include studies of drug binding to proteins and the effects of mutations, building accurate atomic models in electron microscopy and x-ray density maps, understanding how immune system cells move using 3D light microscopy, and teaching schoolchildren about biomolecules that are the machinery of life. Virtual reality (VR) offers immersive display with a wide field of view and head tracking for better perception of molecular architectures and uses 6-degree-of-freedom hand controllers for simple manipulation of 3D data. Conventional computer displays with trackpad, mouse and keyboard excel at two-dimensional tasks such as writing and studying research literature, uses for which VR technology is at present far inferior. Adding VR to the conventional computing environment could improve 3D capabilities if new user-interface problems can be solved. We have developed three VR applications: ChimeraX for analyzing molecular structures and electron and light microscopy data, AltPDB for collaborative discussions around atomic models, and Molecular Zoo for teaching young students characteristics of biomolecules. Investigations over three decades have produced an extensive literature evaluating the potential of VR in research and education. Consumer VR headsets are now affordable to researchers and educators, allowing direct tests of whether the technology is valuable in these areas. We survey here advantages and disadvantages of VR for molecular biology in the context of affordable and dramatically more powerful VR and graphics hardware than has been available in the past.  相似文献   

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