Tuesday, August 25, 2009

Game Technology in Medical Education

This book proposes four hypotheses concerning the impact and acceptance of virtual reality, simulation, and computer game technologies in medical education. It focuses on laparoscopic surgery because of the similarities between that form of surgery and virtual reality systems. The evidence indicates that the following four hypotheses are supported by the medical research literature.

· Hypothesis 1: Surgical training can be accomplished at a lower cost using virtual reality and game technology-based tools than through existing methods of training.

· Hypothesis 2: Virtual reality and game technology-based training environments provide better access to representative patient symptoms and allow more repetitive practice than existing forms of training.

· Hypothesis 3: Virtual reality and game technology-based training environments can reduce the training time required to achieve proficiency in specific procedures.

· Hypothesis 4: Virtual reality and game technology-based training can reduce the number of medical errors caused by residents and surgeons learning to perform new procedures.

The strong evidence collected in this study indicates that game-based systems are becoming much more accepted in medical education and that the technical limitations that existed when these devices were first introduced are being overcome.

Web Page: http://www.modelbenders.com/medsim.html

Tuesday, March 31, 2009

Cloud Computing Bootcamp

Bootcamp is a day-long tutorial on the operating details of a lot of the leading cloud service providers (and a few nearly-cloud services).

Allen Williamson from AW2.0 does an excellent job of sharing the ins, outs, ups, and downs of CC providers.

Check his details at

Saturday, February 21, 2009

Rush Down Cinque Terra, Italy

Technology in Free Tools

Friday, September 19, 2008

CTO for the USA

Mitch Kapor talks with Technology Review about the need for a CTO for the entire country.

"TR: Why does the country need a CTO?

Kapor: The underlying premise is that tech is inextricably intertwined with virtually everything. You can't talk about homeland security or education or energy without it being in large part a conversation about technology. The president will be well served if policy making is done in a more technologically sophisticated way."

Link: http://www.technologyreview.com/Infotech/21247/page1/

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Tuesday, July 29, 2008

Is Google making us stupid?

Nicholas Carr created a firestorm around the value of IT in 2003 when he wrote the article “IT Doesn’t Matter” for the Harvard Business Review. He has a new article in The Atlantic entitled “Is Google Making us Stupid?” Google and similar tools allow us access to a lot more information than any other generation has ever had. However, the style of the information and the mental behaviors that we use to access and absorb it are very different from the way previous generations absorbed books and detailed articles. Carr suggests that are becoming accustomed to all information being delivered as small bites that can be consumed in a few minutes. As a result we are losing the mental habit and facility to sit with a long treatise on a subject and work through it over many hours or many days. He reaches back to historical examples that have had similar effects on people’s behaviors. In summary he proposes that the tools that we use to create and deliver information shape the way our brains work and that the Web fails to create the mental muscles required to deeply investigate a subject.


Friday, May 23, 2008

Lead User Innovation

In most industries, R&D is done by a specific in-house department. However, for many products there is a leading edge group of users who buy the product and immediately make modifications to meet their very unique needs. Eric von Hippel (2005) of the MIT Sloan School of Management has studied the impact of "lead users" on the development of new features for products. He describes this effect in windsurfing, mountain biking, and open source software. These customers are effectively an external R&D lab for the company’s products. von Hippel argues that they need to be enrolled by the company as partners in identifying and developing features for the next generation of products. Three criteria must exist for this to be effective: (1) the users must have an incentive to innovate, (2) they must have an incentive to reveal their innovations and share them, and (3) their work must be at a competitive level with innovations created internally and by competing companies.

von Hippel’s book Democratizing Innovation is available as a free download on his web site: http://web.mit.edu/evhippel/www/books.htm

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Wednesday, March 26, 2008

MMOG on Cellphone - Resurecting Motorola RAZOR

There are 10 million players of World of Warcraft and a few million more MMOG players spread among the other major titles. These people form a distinct customer group. Some portion of these are very dedicated and would take advantage of the opportunity to access and play their character when they are away from their desktop computer. Imagine that a cellphone company signed an exclusive deal with WOW to provide a miniature version of the game client for the cellphone. It could potentially capture several hundred thousand players and become the center for an entire sub-culture in society that is growing. The cell client may not allow the player to do all of the functions of the full 3D desktop version. But by giving them the ability to manage their assets, plans raids, stay connected to other players, and exchange dialog these players would spend even more hours with the game. This service might have the power to rescue a struggling cellphone provider like Motorola from oblivion. WOW exclusively on the RAZOR could reignite interest in that platform and drive sales for generations of new and better devices. At least one company may be saved from competing in commodity hell by offering such a unique product – that also makes phone calls on the side.

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