Paulo Vinícius de Farias Paiva
Federal University of Paraíba
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Featured researches published by Paulo Vinícius de Farias Paiva.
2013 XV Symposium on Virtual and Augmented Reality | 2013
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Maria Maria Gondim Valença
Collaborative Virtual Environments (CVEs) can improve the way remote users interact with one another while learning and training skills on a given task. One CVEs possibility to the health area is the simulation of medical procedures in which a group of remote users can train and interact simultaneously. Health area has been benefited from the advent of Virtual Reality (VR) especially in education area, where these systems present some advantages over traditional teaching methods such as: cost reduction for training, reducing the use of guinea pigs and anatomical specimens in laboratory practices as well the use of interactive teaching approaches. Another VRs feature is the ability to monitor users actions for assessing training performance. Thus, statistical models are used in order to check whether a group performed the procedure correctly or not. The goal is to allow the formation of teams and the development of individual skills to work together. This work proposes and discusses one CVEs architecture for supporting training and assessment of team skills, during surgery simulation.
2012 14th Symposium on Virtual and Augmented Reality | 2012
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Jauvane C. de Oliveira
Collaborative Virtual Environments (CVEs) can improve the way remote users interact with one another while learning or training skills on a given task. One CVEs application is the possibility of simulating medical procedures in which a group of remote users can train and interact simultaneously. It is important that networking issues and performance evaluation of CVEs allows us to understand how such systems can work in the Internet, as well as the requirements for multisensorial and real-time data. Thus, this paper discloses implementation issues of a peer-to-peer multicast network architecture on the collaborative module of the CyberMed VR framework. The multicast protocol is known to provide better scalability and decrease the use of bandwidth on CVEs, allowing better Quality of Experience (QoE). Finally it presents the results of a performance evaluation experiment.
2016 XVIII Symposium on Virtual and Augmented Reality (SVR) | 2016
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Ana Maria Gondim Valença; Ronei Marcos de Moraes; Thiago V. V. Batista
In recent decades, a greater number of Collaborative Virtual Environments (CVEs) have been developed and sought for collaborative training of medical personnel in VR. Observing the needs identified in the literature, a multidisciplinary team developed a collaborative simulator for education and assessment of student groups in basic surgical routines, called SimCEC. The system was developed according to a strict methodology of design. Considering important needs with regard to storage guarantee, consistency and availability of the CVE, SimCEC was recently added by a cloud data distribution architecture for managing multiple virtual rooms for training of student teams, enabling collaboration among different areas of health. This paper discusses the theoretical and practical aspects of such tool, as well as its advantages and the new possibilities offered for surgical education area.
2015 XVII Symposium on Virtual and Augmented Reality | 2015
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Thiago V. V. Batista
Traditionally, the evaluation of surgical procedures in VR simulators have been restricted to their individual technical aspects, and disregarded the procedures carried out by teams. However, some decision models have been proposed in order to be incorporated and support the collaborative training evaluation process of surgical teams in Collaborative Virtual Environments (CVEs). This paper aims to discuss some possibilities and advantages of using the CVEs for the training process and assessment of surgical teams as well as presenting the steps of planning and development of a new simulator with these features, called SimCEC. The discussion is held in a computational modelling and implementation optic.
2011 XIII Symposium on Virtual Reality | 2011
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Jauvane C. de Oliveira
Performance evaluation on Distributed Haptic Virtual Environments (DHVEs) became important to understand the new Internet requirements for supporting multisensorial and real-time collaborative applications. This paper presents the results of simulation and performance analysis of the CyberMed framework. The main goal of this experiment is to evaluate the real conditions of CyberMed when executed over a non-dedicated hybrid network, like the Internet, comparing its results with other similar works found in the literature
international conference on intelligent systems design and engineering applications | 2014
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Ana Maria Gondim Valença; Ronei Marcos de Moraes
Traditionally, the evaluation of medical procedures in VR simulators have been restricted to technical and individual aspects, and procedures performed by teams are normally disregarded. However, some computer architectures have been proposed in order to facilitate the evaluation process of surgical teams supported by Collaborative Virtual Environments (CVEs) training. This paper aims to discuss some possibilities and advantages of CVEs for teams assessment process as well as provide an architecture for collaborative assessment, covering its essential requirements. The discussion is based on the analysis of this evaluation architecture used in a collaborative simulator named SimCEC - Collaborative Simulator for Surgery Education.
conference on computability in europe | 2018
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Ana Maria Gondim Valença; Thiago V. V. Batista; Ronei Marcos de Moraes
Traditionally, the evaluation of surgical procedures in virtual reality (VR) simulators has been restricted to their individual technical aspects disregarding the procedures carried out by teams. However, some decision models have been proposed to support the collaborative training evaluation process of surgical teams in collaborative virtual environments. The main objective of this article is to present a collaborative simulator based on VR, named SimCEC, as a potential solution for education, training, and evaluation in basic surgical routines for teams of undergraduate students. The simulator considers both tasks performed individually and those carried in a collaborative manner. The main contribution of this work is to improve the discussion about VR simulators requirements (design and implementation) to provide team training in relevant topics, such as users’ feedback in real time, collaborative training in networks, interdisciplinary integration of curricula, and continuous evaluation.
Pesquisa Brasileira em Odontopediatria e Clinica Integrada | 2014
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Ana Maria Gondim Valença; Ronei Marcos de Moraes
Objective: To present a serious game directed at the teaching of biosecurity practices in Dentistry. Serious games are educational games with the purpose of addressing specific knowledge directed at teaching, training on new skills or even enlightening on important subjects. The proposed game deals with the concepts relative to the practice of infection control, like asepsis and proper use of Personal Protective Equipment (PPE) in an interactive and playful way. Method: The variables and concepts that could be incorporated to the proposed game were collected from a literature review based on the need to develop new forms to teach biosecurity practices at the academic level. In order to standardize the approach to the contents, the document “Dental services: prevention and control of risks” issued by the Brazilian Health Surveillance Agency (ANVISA) was used as a guide to include the selected variables and concepts to the game. In this way, the proposed serious game could be used in the introductory disciplines of courses at higher education level in the fields of health, broaching the main subject. Results: Based on the studied concepts, the serious game prototype named Dentistry BioSecurity Safer was codified with a playful thematic, addressing the contents by presenting a challenge-answers scheme. The first version of the game was concluded and will be used in practice tests with undergraduate dental students, who may also play the game online. Conclusion: Serious games have a great pedagogic potential because their interactive resources make the user motivated to learn, being an interesting auxiliary tool to aid traditional teaching methods.
Pesquisa Brasileira em Odontopediatria e Clínica Integrada | 2013
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Ana Maria Gondim Valença; Ronei Marcos de Moraes
Objetivo: Apresentar um serious game voltado ao ensino de praticas da biosseguranca em Odontologia. Os serious games sao jogos educativos que tem por finalidade a abordagem de conhecimentos especificos visando o ensino, o treinamento de novas habilidades ou ainda a conscientizacao sobre importantes questaes. O jogo proposto aborda de forma interativa e ludica, os conceitos relacionados as praticas de controle de infeccAEo como a assepsia e uso correto de Equipamentos de Protecao Individual (EPIs). Metodo: A partir de um levantamento bibliografico foram coletadas as variaveis e conceitos que poderiam ser incorporados ao jogo proposto observando-se a necessidade academica de se desenvolver novas formas de ensino para as praticas de biosseguranca. Com o objetivo de abordar os conteudos de maneira padronizada, o oManual de Servicos Odontologicos: PrevencAEo e Controle de Riscoso da ANVISA foi consultado e utilizado como diretriz para incorporar tais conteudos ao jogo. Deste modo, o jogo proposto pode ser utilizado em disciplinas introdutorias de cursos da area de saude, em nivel superior, e que abordam a tematica principal. Resultados: Baseando-se nos conceitos estudados, foi codificado o prototipo do serious game chamado Dentistry BioSecurity Safer com tematica ludica e que aborda o conteudo por meio de um esquema de desafios e respostas. Foi finalizada a primeira versAEo do jogo que sera utilizada em testes de usabilidade que serAEo realizados com alunos graduandos de cursos da Odontologia, que poderAEo utilizar o jogo tambem via Internet. Conclusaes: Os serious games, apresentam um grande potencial pedagogico, pelo recurso interativo que apresentam fazendo com que seus usuarios sintam-se motivados na aprendizagem. Importante observar que tal recurso visa servir de instrumento auxiliar aos metodos tradicionais de ensino... Objective: To present a serious game directed at the teaching of biosecurity practices in Dentistry. Serious games are educational games with the purpose of addressing specific knowledge directed at teaching, training on new skills or even enlightening on important subjects. The proposed game deals with the concepts relative to the practice of infection control, like asepsis and proper use of Personal Protective Equipment (PPE) in an interactive and playful way. Method: The variables and concepts that could be incorporated to the proposed game were collected from a literature review based on the need to develop new forms to teach biosecurity practices at the academic level. In order to standardize the approach to the contents, the document ?Dental services: prevention and control of risks? issued by the Brazilian Health Surveillance Agency (ANVISA) was used as a guide to include the selected variables and concepts to the game. In this way, the proposed serious game could be used in the introductory disciplines of courses at higher education level in the s of health, broaching the main subject. Results: Based on the studied concepts, the serious game prototype named Dentistry BioSecurity Safer was codified with a playful thematic, addressing the contents by presenting a challenge-answers scheme. The first version of the game was concluded and will be used in practice tests with undergraduate dental students, who may also play the game online. Conclusion: Serious games have a great pedagogic potential because their interactive resources make the user motivated to learn, being an interesting auxiliary tool to aid traditional teaching methods...
Studies in health technology and informatics | 2012
Paulo Vinícius de Farias Paiva; Liliane dos Santos Machado; Jauvane C. de Oliveira