Gary Hardee | University of Texas at Dallas (original) (raw)
Papers by Gary Hardee
The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. Fo... more The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license.
journals.lww.com
The editors of this journal are pleased to offer electronic publication of accepted papers prior ... more The editors of this journal are pleased to offer electronic publication of accepted papers prior to print publication. These papers can be cited using the date of access and the unique DOI number. Any final changes in manuscripts will be made at the time of print publication and will be reflected in the final electronic version of the issue.
The Journal of Pain, 2017
Chronic postsurgical pain occurs in around 20% of children after undergoing major surgeries. Chil... more Chronic postsurgical pain occurs in around 20% of children after undergoing major surgeries. Child and parent psychosocial risk factors (e.g. anxiety, pain catastrophizing) predict persistence of pain and poor health-related quality of life. Psychosocial interventions aimed at improving longterm pain and recovery need to be developed. The aims of this study were to 1) understand the child's and family's experiences of pain over the course of their surgical experience (before surgery, perioperative period, postsurgery period) and 2) gather stakeholder input from children who underwent surgery, their parents, and perioperative providers regarding potential barriers and facilitators of intervention delivery in the perioperative period. Semi-structured interviews were conducted individually with 15 children age 10-18 years (M=15.4, 60% female) who underwent recent major surgery, their parents, and 17 perioperative healthcare providers. Interviews were coded, according to semantic thematic analysis. The perioperative period was difficult emotionally for children and presented unique stressors for parents. They experienced high levels of worry regarding surgery success and anticipated pain, and struggled to cope during the early perioperative period. Families reported feeling unprepared for the intensity and duration of pain and the length of recovery experienced. Children encountered unexpected challenges with physical recovery and return to school and activities. Both children and parents perceived a need for learning coping skills to help manage pain and anxiety. Providers emphasized that families need more detailed information about what to expect over the entire course of surgery and recovery. Providers expressed feeling ill-equipped to adequately help children and families. Time and distance were recognized as potential barriers of delivering a psychosocial intervention, with internet delivery identified as a potential facilitator. Research to develop and evaluate interventions to address pain and anxiety in children undergoing major surgery is critically needed. Supported by American Pain Society Future Leaders in Pain Research Grant. This APS grant awards young investigators who are selected based on demonstrating the greatest merit and potential for success.
Lecture Notes in Computer Science, 2015
This paper focuses on a serious-game framework for a dialogue-driven game called GLIMPSE (A Game ... more This paper focuses on a serious-game framework for a dialogue-driven game called GLIMPSE (A Game to Learn Important Communications Methods for Patient Safety Enhancement). The eight essential components of the framework include: recommended communication behavior; accurate translation; narrative-driven, role-playing episodes that allow practice in different challenging situations; perspective sharing mechanisms; a design paradigm that accommodates time challenges of participants; motivational gameplay rewards; feedback/assessment mechanisms; and curriculum. The paper explores how the framework was developed as well as implementation challenges, lessons learned and opportunities for future research.
Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare, 2013
ABSTRACT Introduction/Background: Ineffective interprofessional communication is a leading contri... more ABSTRACT Introduction/Background: Ineffective interprofessional communication is a leading contributor to preventable patient harm. Despite recognized need to understand professional, cultural, and personal differences that impact interprofessional communication, traditional Methods for teaching communication skills and changing behaviors encounter logistical and engagement difficulties. "Serious" games utilize video game technology and constructs such as quests, rewards and 3-D environments in a compelling, but subject matter appropriate, way. Games allow healthcare providers to experience the impact of ineffective interprofessional communication, while experimenting with and learning more effective skills and behaviors through practice and feedback - offering new approaches for improvement. Based on these ideas, we developed a social, web-based serious game called GLIMPSE (A Game to Learn Important Communication Methods for Patient Safety Enhancement). GLIMPSE is guided by curriculum grounded in communication, cultural competency and perspective sharing theories. Through instant game feedback, physician and nurse players experience the impact of communication on patient safety and satisfaction, while practicing structured and team-based communication. GLIMPSE immerses players in perspective sharing, situational awareness, power-gradient traps and similar concepts. The game is playable on computers and iPad's to maximize delivery flexibility. Importantly, the game can be played asynchronously to overcome logistical difficulties. GLIMPSE is sponsored by the Agency for Healthcare Research Quality (AHRQ). Methods: GLIMPSE follows key curriculum education objectives on structured communication techniques, team-based communication/perspective sharing skills, and effects of communication on patient safety. The design takes inspiration from the success of social media games. GLIMPSE is developed in the Unity game engine to support web-browsers and computer, mobile and tablet platforms. Design features that support curriculum objectives include viral episodic content with prescriptive themes and virtual role playing to experience perspective sharing. The game design features asynchronous gameplay with colleagues, 13 short episodes which allow nurses and physicians to fit play into busy schedules, and the ability to virally message and share content among players. While each player is assigned to a team, game play is not dependent on team member coordination. However, scores are reported for individuals and the full team, creating an "implied" team setting. Team competition and in-game rewards for learning and practicing prescriptive themes facilitate engagement and player accomplishment. Gameplay occurs in a 3-D Virtual MedSurg Unit. Essential to gameplay are dialog interactions between players which are scored using interaction or "i" points. Players gain "i" points by following suggested communication strategies. They also lose "i" points by showing anger or excessive ego - behaviors often experienced as barriers for effective team communication. The game also allows players to gain points by making an effort to get a "glimpse" or insight into the source of a colleague's behavior. Players also win badges depending on their gameplay and virtual "thank you's" from teammates such as - notes, gifts such as chocolates, or even a cup of coffee. The web dashboard features points scored and team rankings - spurring competition and engagement. Data is collected throughout gameplay on player performance statistics such as elapsed time per episode and frequency that episodes are accessed. Player demographics are also collected. The final episode of the game is a survey that collects information on knowledge gained and reported attitude change. Results: Conclusion: GLIMPSE features an innovative methodology to explore whether asynchronous social games can engage nurses and physicians to complete communication education with a flexible schedule, in a chunked episodic format. Should this technique and design be successful in a planned evaluation study, a new paradigm for combined physician/nurse and interprofessional education will be created. This technique potentially opens new educational windows in environments where healthcare professionals have limited time and need new motivations to gain insights into the importance of communication for patient safety. Disclosures: LWW.
Objective: The objective of this study is to establish an assessment framework for game-based sim... more Objective: The objective of this study is to establish an assessment framework for game-based simulations to complement face-to-face classroom education for premed students enrolled in the UT System's Transformation in Medical Education (TIME) initiative. Another objective is to discover effective approaches for designing cognitive and behavioral simulations in gaming. Our research questions were: 1) can a game-based simulation help improve knowledge and attitudinal measures regarding basic interviewing skills, the medical interview, and professionalism in social media use; and 2) is a game-based simulation an effective education module for enhancing classroom lectures. The purpose of the study was to inform future design and development considerations of educational simulations based on the participants' self-assessment of knowledge and attitudinal measures and responses to the simulation design. Background/Preparation: Studies show that game-based virtual patient (VP) case...
The clinical association of lymphomatoid papulosis and Hodgkin's disease and the striking mor... more The clinical association of lymphomatoid papulosis and Hodgkin's disease and the striking morphologic similarity of atypical cells in lymphomatoid papulosis to Reed-Sternberg cells in Hodgkin's disease suggest that lymphomatoid papulosis and Hodgkin's disease are related. To test this possibility we studied the antigenic profile of Reed-Sternberg cells in the lymph nodes and of atypical cells in cutaneous lesionsoflymphomatoid papulosis in two patients with Hodgkin's disease and lymphomatoid papulosis. In paraffin sections both cell types expressed CD30, CD45 T cell-restricted antigens, and occasionally CD15 antigens. They were nega tive for CD45 B cell-restricted antigens and for lysozyme. In cutaneous lymphomatoid pap ulosis lesions a similar immunologic profileof the atypical cells was found; that is, they were positive for CD30, CD2, CD3, and CD25 but negative for B cell and macrophage antigens. The similarity of the immunophenotype of Reed-Sternberg cells in l...
Der Hautarzt, 1991
Oft reprasentieren Xanthome die kutanen Symptome einer systemischen Erkrankung, und in diesen Fal... more Oft reprasentieren Xanthome die kutanen Symptome einer systemischen Erkrankung, und in diesen Fallen kommt der Dermatologie eine ganz besondere Rolle zu, da sie oft als erste Disziplin die Veranderung erkennen und die Patienten einer exakten Untersuchung zufuhren kann. Diese systemischen Erkrankungen konnen einmal angeboren sein, oder aber Sekundarfolgen erworbener Stoffwechselstorungen darstellen. Xanthome lassen sich in unterschiedliche Formen aufteilen, so unterscheidet man plane Xanthome, tuberose, Sehnenxanthome und eruptive Xanthome. Diese einzelnen Formen finden sich bevorzugt bei ganz bestimmten Erkrankungen des Fettstoffwechsels.
Fortschritte der praktischen Dermatologie und Venerologie, 1990
Fur den Dermatologen prasentierte sich das Kaposi-Sarkom (KS) bis vor wenigen Jahren als eine sel... more Fur den Dermatologen prasentierte sich das Kaposi-Sarkom (KS) bis vor wenigen Jahren als eine seltene, solitare oder multifokale Neoplasie, die sich vorwiegend auf bestimmte geographische Gebiete wie Osteuropa, Afrika oder Nordamerika beschrankte. Die Erstbeschreibung geht auf Moritz Kaposi zuruck, der diese Erkrankung 1872 als „Idiopathisches multiples Pigmentsarkom der Haut“ bezeichnet hat [8]; die Diagnosebezeichnung „Sarcoma idiopathicum multiplex haemorrhagicum“ wurde von ihm deshalb gewahlt, weil er der Meinung war, das es sich bei dieser Krankheit um eine primar maligne Neoplasie handelt, bei der das Pigment in den Haut- und Schleimhautveranderungen auf eine Hamorrhagie mit Umwandlung von Hamoglobin zuruckzufuhren sei. Heute geht die Auffassung dahin, das es sich beim disseminierten Kaposi-Sarkom nicht um einen primar malignen Tumor mit Ausbreitung durch Metastasierung handelt, sondern um eine gefasgebundene (reaktive?) Neoplasie, die sich multifokal entwickeln und ausbreiten kann.
Der Hautarzt; Zeitschrift für Dermatologie, Venerologie, und verwandte Gebiete, 1991
We report a 65-year-old patient presenting with disseminated, reddish, thick infiltrates and nodu... more We report a 65-year-old patient presenting with disseminated, reddish, thick infiltrates and nodules during chronic myelomonocytic leukaemia and anticardiolipin syndrome. Histological and immunohistochemical investigations revealed immature myelogenous skin infiltrates.
Der Hautarzt; Zeitschrift für Dermatologie, Venerologie, und verwandte Gebiete, 1993
A 25-year-old patient presented with multiple disseminated asymptomatic bluish nodules, which had... more A 25-year-old patient presented with multiple disseminated asymptomatic bluish nodules, which had been present since childhood. Histological examination revealed vascular cavities surrounded by round to oval eosinophilic cells. Positive immunohistochemical staining with alpha-smooth-muscle antigen (alpha-SMA) and vimentin confirmed the diagnosis of multiple disseminated glomus tumours of the vascular type. Tumour cells were surrounded by a network of type IV collagen. In contrast antibodies against the intermediate filament protein desmin and the endothelial markers BMA 120 and anti-von Willebrand factor revealed no staining of the glomus cells. This was the first immunohistochemical investigation of a glomus tumour of vascular type. Immunohistochemical staining of these glomus cells revealed no difference from other histological types of glomus tumours.
Journal of the American Academy of Dermatology, 1989
Pseudo-Kaposi's sarcoma developed in a 51-year-old man 2 years after placement of an arte... more Pseudo-Kaposi's sarcoma developed in a 51-year-old man 2 years after placement of an arteriovenous shunt for hemodialysis. Data from histopathologic, immunohistologic, and histochemical studies, electron microscopy, and DNA-cytometric analysis are presented.
The American Journal of Dermatopathology, 1989
Lecture Notes in Computer Science, 2016
A major focus of research in Virtual Reality (VR) media examines the technological affordances fo... more A major focus of research in Virtual Reality (VR) media examines the technological affordances for creating immersion, which in turn can generate presence-the feeling of being therein a virtual environment. This research has given rise to an emerging form of fact-based storytelling called immersive journalism, a term used to describe digitally produced stories designed to provide a first-person, interactive experience with news events. This paper examines the concept of immersive journalism and discusses both its potential and its limitations as a narrative and journalistic genre. Immersive journalism will require a new narrative design framework, and four theoretical domains are discussed as underscoring this framework. The four are VR presence, narrative, cognition and journalistic ethics.
The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC), 2012
Incorporating constructive models into a 3D game is an effective, realistic and nonlinear way to ... more Incorporating constructive models into a 3D game is an effective, realistic and nonlinear way to prepare warfighters for operational environment complexities. In its third development spiral, The Hybrid Irregular Warfare Network-defeat Toolkit federation, or HINT, sponsored by TRADOC G2 Intelligence Support Activity, combines an immersive 3D game-based simulation-The First Person Cultural Trainer (FPCT)-with the One Semi-Automated Force (OneSAF) and the Joint Non-kinetic Effects (JNEM) models in a hybrid model framework ...
2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH)
2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)
The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. Fo... more The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license.
journals.lww.com
The editors of this journal are pleased to offer electronic publication of accepted papers prior ... more The editors of this journal are pleased to offer electronic publication of accepted papers prior to print publication. These papers can be cited using the date of access and the unique DOI number. Any final changes in manuscripts will be made at the time of print publication and will be reflected in the final electronic version of the issue.
The Journal of Pain, 2017
Chronic postsurgical pain occurs in around 20% of children after undergoing major surgeries. Chil... more Chronic postsurgical pain occurs in around 20% of children after undergoing major surgeries. Child and parent psychosocial risk factors (e.g. anxiety, pain catastrophizing) predict persistence of pain and poor health-related quality of life. Psychosocial interventions aimed at improving longterm pain and recovery need to be developed. The aims of this study were to 1) understand the child's and family's experiences of pain over the course of their surgical experience (before surgery, perioperative period, postsurgery period) and 2) gather stakeholder input from children who underwent surgery, their parents, and perioperative providers regarding potential barriers and facilitators of intervention delivery in the perioperative period. Semi-structured interviews were conducted individually with 15 children age 10-18 years (M=15.4, 60% female) who underwent recent major surgery, their parents, and 17 perioperative healthcare providers. Interviews were coded, according to semantic thematic analysis. The perioperative period was difficult emotionally for children and presented unique stressors for parents. They experienced high levels of worry regarding surgery success and anticipated pain, and struggled to cope during the early perioperative period. Families reported feeling unprepared for the intensity and duration of pain and the length of recovery experienced. Children encountered unexpected challenges with physical recovery and return to school and activities. Both children and parents perceived a need for learning coping skills to help manage pain and anxiety. Providers emphasized that families need more detailed information about what to expect over the entire course of surgery and recovery. Providers expressed feeling ill-equipped to adequately help children and families. Time and distance were recognized as potential barriers of delivering a psychosocial intervention, with internet delivery identified as a potential facilitator. Research to develop and evaluate interventions to address pain and anxiety in children undergoing major surgery is critically needed. Supported by American Pain Society Future Leaders in Pain Research Grant. This APS grant awards young investigators who are selected based on demonstrating the greatest merit and potential for success.
Lecture Notes in Computer Science, 2015
This paper focuses on a serious-game framework for a dialogue-driven game called GLIMPSE (A Game ... more This paper focuses on a serious-game framework for a dialogue-driven game called GLIMPSE (A Game to Learn Important Communications Methods for Patient Safety Enhancement). The eight essential components of the framework include: recommended communication behavior; accurate translation; narrative-driven, role-playing episodes that allow practice in different challenging situations; perspective sharing mechanisms; a design paradigm that accommodates time challenges of participants; motivational gameplay rewards; feedback/assessment mechanisms; and curriculum. The paper explores how the framework was developed as well as implementation challenges, lessons learned and opportunities for future research.
Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare, 2013
ABSTRACT Introduction/Background: Ineffective interprofessional communication is a leading contri... more ABSTRACT Introduction/Background: Ineffective interprofessional communication is a leading contributor to preventable patient harm. Despite recognized need to understand professional, cultural, and personal differences that impact interprofessional communication, traditional Methods for teaching communication skills and changing behaviors encounter logistical and engagement difficulties. "Serious" games utilize video game technology and constructs such as quests, rewards and 3-D environments in a compelling, but subject matter appropriate, way. Games allow healthcare providers to experience the impact of ineffective interprofessional communication, while experimenting with and learning more effective skills and behaviors through practice and feedback - offering new approaches for improvement. Based on these ideas, we developed a social, web-based serious game called GLIMPSE (A Game to Learn Important Communication Methods for Patient Safety Enhancement). GLIMPSE is guided by curriculum grounded in communication, cultural competency and perspective sharing theories. Through instant game feedback, physician and nurse players experience the impact of communication on patient safety and satisfaction, while practicing structured and team-based communication. GLIMPSE immerses players in perspective sharing, situational awareness, power-gradient traps and similar concepts. The game is playable on computers and iPad's to maximize delivery flexibility. Importantly, the game can be played asynchronously to overcome logistical difficulties. GLIMPSE is sponsored by the Agency for Healthcare Research Quality (AHRQ). Methods: GLIMPSE follows key curriculum education objectives on structured communication techniques, team-based communication/perspective sharing skills, and effects of communication on patient safety. The design takes inspiration from the success of social media games. GLIMPSE is developed in the Unity game engine to support web-browsers and computer, mobile and tablet platforms. Design features that support curriculum objectives include viral episodic content with prescriptive themes and virtual role playing to experience perspective sharing. The game design features asynchronous gameplay with colleagues, 13 short episodes which allow nurses and physicians to fit play into busy schedules, and the ability to virally message and share content among players. While each player is assigned to a team, game play is not dependent on team member coordination. However, scores are reported for individuals and the full team, creating an "implied" team setting. Team competition and in-game rewards for learning and practicing prescriptive themes facilitate engagement and player accomplishment. Gameplay occurs in a 3-D Virtual MedSurg Unit. Essential to gameplay are dialog interactions between players which are scored using interaction or "i" points. Players gain "i" points by following suggested communication strategies. They also lose "i" points by showing anger or excessive ego - behaviors often experienced as barriers for effective team communication. The game also allows players to gain points by making an effort to get a "glimpse" or insight into the source of a colleague's behavior. Players also win badges depending on their gameplay and virtual "thank you's" from teammates such as - notes, gifts such as chocolates, or even a cup of coffee. The web dashboard features points scored and team rankings - spurring competition and engagement. Data is collected throughout gameplay on player performance statistics such as elapsed time per episode and frequency that episodes are accessed. Player demographics are also collected. The final episode of the game is a survey that collects information on knowledge gained and reported attitude change. Results: Conclusion: GLIMPSE features an innovative methodology to explore whether asynchronous social games can engage nurses and physicians to complete communication education with a flexible schedule, in a chunked episodic format. Should this technique and design be successful in a planned evaluation study, a new paradigm for combined physician/nurse and interprofessional education will be created. This technique potentially opens new educational windows in environments where healthcare professionals have limited time and need new motivations to gain insights into the importance of communication for patient safety. Disclosures: LWW.
Objective: The objective of this study is to establish an assessment framework for game-based sim... more Objective: The objective of this study is to establish an assessment framework for game-based simulations to complement face-to-face classroom education for premed students enrolled in the UT System's Transformation in Medical Education (TIME) initiative. Another objective is to discover effective approaches for designing cognitive and behavioral simulations in gaming. Our research questions were: 1) can a game-based simulation help improve knowledge and attitudinal measures regarding basic interviewing skills, the medical interview, and professionalism in social media use; and 2) is a game-based simulation an effective education module for enhancing classroom lectures. The purpose of the study was to inform future design and development considerations of educational simulations based on the participants' self-assessment of knowledge and attitudinal measures and responses to the simulation design. Background/Preparation: Studies show that game-based virtual patient (VP) case...
The clinical association of lymphomatoid papulosis and Hodgkin's disease and the striking mor... more The clinical association of lymphomatoid papulosis and Hodgkin's disease and the striking morphologic similarity of atypical cells in lymphomatoid papulosis to Reed-Sternberg cells in Hodgkin's disease suggest that lymphomatoid papulosis and Hodgkin's disease are related. To test this possibility we studied the antigenic profile of Reed-Sternberg cells in the lymph nodes and of atypical cells in cutaneous lesionsoflymphomatoid papulosis in two patients with Hodgkin's disease and lymphomatoid papulosis. In paraffin sections both cell types expressed CD30, CD45 T cell-restricted antigens, and occasionally CD15 antigens. They were nega tive for CD45 B cell-restricted antigens and for lysozyme. In cutaneous lymphomatoid pap ulosis lesions a similar immunologic profileof the atypical cells was found; that is, they were positive for CD30, CD2, CD3, and CD25 but negative for B cell and macrophage antigens. The similarity of the immunophenotype of Reed-Sternberg cells in l...
Der Hautarzt, 1991
Oft reprasentieren Xanthome die kutanen Symptome einer systemischen Erkrankung, und in diesen Fal... more Oft reprasentieren Xanthome die kutanen Symptome einer systemischen Erkrankung, und in diesen Fallen kommt der Dermatologie eine ganz besondere Rolle zu, da sie oft als erste Disziplin die Veranderung erkennen und die Patienten einer exakten Untersuchung zufuhren kann. Diese systemischen Erkrankungen konnen einmal angeboren sein, oder aber Sekundarfolgen erworbener Stoffwechselstorungen darstellen. Xanthome lassen sich in unterschiedliche Formen aufteilen, so unterscheidet man plane Xanthome, tuberose, Sehnenxanthome und eruptive Xanthome. Diese einzelnen Formen finden sich bevorzugt bei ganz bestimmten Erkrankungen des Fettstoffwechsels.
Fortschritte der praktischen Dermatologie und Venerologie, 1990
Fur den Dermatologen prasentierte sich das Kaposi-Sarkom (KS) bis vor wenigen Jahren als eine sel... more Fur den Dermatologen prasentierte sich das Kaposi-Sarkom (KS) bis vor wenigen Jahren als eine seltene, solitare oder multifokale Neoplasie, die sich vorwiegend auf bestimmte geographische Gebiete wie Osteuropa, Afrika oder Nordamerika beschrankte. Die Erstbeschreibung geht auf Moritz Kaposi zuruck, der diese Erkrankung 1872 als „Idiopathisches multiples Pigmentsarkom der Haut“ bezeichnet hat [8]; die Diagnosebezeichnung „Sarcoma idiopathicum multiplex haemorrhagicum“ wurde von ihm deshalb gewahlt, weil er der Meinung war, das es sich bei dieser Krankheit um eine primar maligne Neoplasie handelt, bei der das Pigment in den Haut- und Schleimhautveranderungen auf eine Hamorrhagie mit Umwandlung von Hamoglobin zuruckzufuhren sei. Heute geht die Auffassung dahin, das es sich beim disseminierten Kaposi-Sarkom nicht um einen primar malignen Tumor mit Ausbreitung durch Metastasierung handelt, sondern um eine gefasgebundene (reaktive?) Neoplasie, die sich multifokal entwickeln und ausbreiten kann.
Der Hautarzt; Zeitschrift für Dermatologie, Venerologie, und verwandte Gebiete, 1991
We report a 65-year-old patient presenting with disseminated, reddish, thick infiltrates and nodu... more We report a 65-year-old patient presenting with disseminated, reddish, thick infiltrates and nodules during chronic myelomonocytic leukaemia and anticardiolipin syndrome. Histological and immunohistochemical investigations revealed immature myelogenous skin infiltrates.
Der Hautarzt; Zeitschrift für Dermatologie, Venerologie, und verwandte Gebiete, 1993
A 25-year-old patient presented with multiple disseminated asymptomatic bluish nodules, which had... more A 25-year-old patient presented with multiple disseminated asymptomatic bluish nodules, which had been present since childhood. Histological examination revealed vascular cavities surrounded by round to oval eosinophilic cells. Positive immunohistochemical staining with alpha-smooth-muscle antigen (alpha-SMA) and vimentin confirmed the diagnosis of multiple disseminated glomus tumours of the vascular type. Tumour cells were surrounded by a network of type IV collagen. In contrast antibodies against the intermediate filament protein desmin and the endothelial markers BMA 120 and anti-von Willebrand factor revealed no staining of the glomus cells. This was the first immunohistochemical investigation of a glomus tumour of vascular type. Immunohistochemical staining of these glomus cells revealed no difference from other histological types of glomus tumours.
Journal of the American Academy of Dermatology, 1989
Pseudo-Kaposi's sarcoma developed in a 51-year-old man 2 years after placement of an arte... more Pseudo-Kaposi's sarcoma developed in a 51-year-old man 2 years after placement of an arteriovenous shunt for hemodialysis. Data from histopathologic, immunohistologic, and histochemical studies, electron microscopy, and DNA-cytometric analysis are presented.
The American Journal of Dermatopathology, 1989
Lecture Notes in Computer Science, 2016
A major focus of research in Virtual Reality (VR) media examines the technological affordances fo... more A major focus of research in Virtual Reality (VR) media examines the technological affordances for creating immersion, which in turn can generate presence-the feeling of being therein a virtual environment. This research has given rise to an emerging form of fact-based storytelling called immersive journalism, a term used to describe digitally produced stories designed to provide a first-person, interactive experience with news events. This paper examines the concept of immersive journalism and discusses both its potential and its limitations as a narrative and journalistic genre. Immersive journalism will require a new narrative design framework, and four theoretical domains are discussed as underscoring this framework. The four are VR presence, narrative, cognition and journalistic ethics.
The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC), 2012
Incorporating constructive models into a 3D game is an effective, realistic and nonlinear way to ... more Incorporating constructive models into a 3D game is an effective, realistic and nonlinear way to prepare warfighters for operational environment complexities. In its third development spiral, The Hybrid Irregular Warfare Network-defeat Toolkit federation, or HINT, sponsored by TRADOC G2 Intelligence Support Activity, combines an immersive 3D game-based simulation-The First Person Cultural Trainer (FPCT)-with the One Semi-Automated Force (OneSAF) and the Joint Non-kinetic Effects (JNEM) models in a hybrid model framework ...
2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH)
2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)