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Solini HM, Rosopa EB, Rosopa PJ, Pagano CC. Quantifying accuracy on distance estimation tasks: A Monte Carlo study. Behav Res Methods 2024; 56:6198-6222. [PMID: 38504080 DOI: 10.3758/s13428-024-02353-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/01/2024] [Indexed: 03/21/2024]
Abstract
An important aspect of perceptual learning involves understanding how well individuals can perceive distances, sizes, and time-to-contact. Oftentimes, the primary goal in these experiments is to assess participants' errors (i.e., how accurately participants perform these tasks). However, the manner in which researchers have quantified error, or task accuracy, has varied. The use of different measures of task accuracy, to include error scores, ratios, and raw estimates, indicates that the interpretation of findings depends on the measure of task accuracy utilized. In an effort to better understand this issue, we used a Monte Carlo simulation to evaluate five dependent measures of accuracy: raw distance judgments, a ratio of true to estimated distance judgments, relative error, signed error, and absolute error. We simulated data consistent with prior findings in the distance perception literature and evaluated how findings and interpretations vary as a function of the measure of accuracy used. We found there to be differences in both statistical findings (e.g., overall model fit, mean square error, Type I error rate) and the interpretations of those findings. The costs and benefits of utilizing each accuracy measure for quantifying accuracy in distance estimation studies are discussed.
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Affiliation(s)
- Hannah M Solini
- Department of Psychology, Clemson University, 418 Brackett Hall, Clemson, SC, USA.
| | - Elenah B Rosopa
- Department of Psychology, Clemson University, 418 Brackett Hall, Clemson, SC, USA
| | - Patrick J Rosopa
- Department of Psychology, Clemson University, 418 Brackett Hall, Clemson, SC, USA
| | - Christopher C Pagano
- Department of Psychology, Clemson University, 418 Brackett Hall, Clemson, SC, USA
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2
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Wang XM, Southwick D, Robinson I, Nitsche M, Resch G, Mazalek A, Welsh TN. Prolonged exposure to mixed reality alters task performance in the unmediated environment. Sci Rep 2024; 14:18938. [PMID: 39147910 PMCID: PMC11327334 DOI: 10.1038/s41598-024-69116-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2023] [Accepted: 07/31/2024] [Indexed: 08/17/2024] Open
Abstract
The popularity of mixed reality (MR) technologies, including virtual (VR) and augmented (AR) reality, have advanced many training and skill development applications. If successful, these technologies could be valuable for high-impact professional training, like medical operations or sports, where the physical resources could be limited or inaccessible. Despite MR's potential, it is still unclear whether repeatedly performing a task in MR would affect performance in the same or related tasks in the physical environment. To investigate this issue, participants executed a series of visually-guided manual pointing movements in the physical world before and after spending one hour in VR or AR performing similar movements. Results showed that, due to the MR headsets' intrinsic perceptual geometry, movements executed in VR were shorter and movements executed in AR were longer than the veridical Euclidean distance. Crucially, the sensorimotor bias in MR conditions also manifested in the subsequent post-test pointing task; participants transferring from VR initially undershoot whereas those from AR overshoot the target in the physical environment. These findings call for careful consideration of MR-based training because the exposure to MR may perturb the sensorimotor processes in the physical environment and negatively impact performance accuracy and transfer of training from MR to UR.
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Affiliation(s)
- Xiaoye Michael Wang
- Faculty of Kinesiology & Physical Education, University of Toronto, Toronto, ON, Canada.
| | - Daniel Southwick
- Synaesthetic Media Lab, Toronto Metropolitan University, Toronto, ON, Canada
| | - Ian Robinson
- Synaesthetic Media Lab, Toronto Metropolitan University, Toronto, ON, Canada
| | - Michael Nitsche
- Ivan Allen College of Liberal Arts, Georgia Institute of Technology, Atlanta, GA, USA
| | - Gabby Resch
- Faculty of Business and Information Technology, Ontario Tech University, Oshawa, ON, Canada
| | - Ali Mazalek
- Synaesthetic Media Lab, Toronto Metropolitan University, Toronto, ON, Canada
| | - Timothy N Welsh
- Faculty of Kinesiology & Physical Education, University of Toronto, Toronto, ON, Canada
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3
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Lin LPY, Linkenauger SA. Jumping and leaping estimations using optic flow. Psychon Bull Rev 2024; 31:1759-1767. [PMID: 38286911 PMCID: PMC11358219 DOI: 10.3758/s13423-024-02459-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/09/2024] [Indexed: 01/31/2024]
Abstract
Optic flow provides information on movement direction and speed during locomotion. Changing the relationship between optic flow and walking speed via training has been shown to influence subsequent distance and hill steepness estimations. Previous research has shown that experience with slow optic flow at a given walking speed was associated with increased effort and distance overestimation in comparison to experiencing with fast optic flow at the same walking speed. Here, we investigated whether exposure to different optic flow speeds relative to gait influences perceptions of leaping and jumping ability. Participants estimated their maximum leaping and jumping ability after exposure to either fast or moderate optic flow at the same walking speed. Those calibrated to fast optic flow estimated farther leaping and jumping abilities than those calibrated to moderate optic flow. Findings suggest that recalibration between optic flow and walking speed may specify an action boundary when calibrated or scaled to actions such as leaping, and possibly, the manipulation of optic flow speed has resulted in a change in the associated anticipated effort for walking a prescribed distance, which in turn influence one's perceived action capabilities for jumping and leaping.
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Affiliation(s)
- Lisa P Y Lin
- Department of General Psychology, Justus-Liebig University Gießen, Gießen, Germany.
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Davide E, Jenifer M, Alessia T, Alberto M, Monica G. Young children can use their subjective straight-ahead to remap visuo-motor alterations. Sci Rep 2023; 13:6427. [PMID: 37081091 PMCID: PMC10119127 DOI: 10.1038/s41598-023-33127-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2022] [Accepted: 04/07/2023] [Indexed: 04/22/2023] Open
Abstract
Young children and adults process spatial information differently: the former use their bodies as primary reference, while adults seem capable of using abstract frames. The transition is estimated to occur between the 6th and the 12th year of age. The mechanisms underlying spatial encoding in children and adults are unclear, as well as those underlying the transition. Here, we investigated the role of the subjective straight-ahead (SSA), the body antero-posterior half-plane mental model, in spatial encoding before and after the expected transition. We tested 6-7-year-old and 10-11-year-old children, and adults on a spatial alignment task in virtual reality, searching for differences in performance when targets were placed frontally or sideways. The performance differences were assessed both in a naturalistic baseline condition and in a test condition that discouraged using body-centered coordinates through a head-related visuo-motor conflict. We found no differences in the baseline condition, while all groups showed differences between central and lateral targets (SSA effect) in the visuo-motor conflict condition, and 6-7-year-old children showed the largest effect. These results confirm the expected transition timing; moreover, they suggest that children can abstract from the body using their SSA and that the transition underlies the maturation of a world-centered reference frame.
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Affiliation(s)
- Esposito Davide
- Unit for Visually Impaired People, Fondazione Istituto Italiano di Tecnologia, 16163, Genova, Italy.
| | - Miehlbradt Jenifer
- Bertarelli Foundation Chair in Translational Neuroengineering, EPFL, 1015, Lausanne, Switzerland
| | - Tonelli Alessia
- Unit for Visually Impaired People, Fondazione Istituto Italiano di Tecnologia, 16163, Genova, Italy
| | - Mazzoni Alberto
- The Biorobotics Institute, Scuola Superiore Sant'Anna, 56127, Pontedera, Italy
| | - Gori Monica
- Unit for Visually Impaired People, Fondazione Istituto Italiano di Tecnologia, 16163, Genova, Italy
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Creem-Regehr SH, Stefanucci JK, Bodenheimer B. Perceiving distance in virtual reality: theoretical insights from contemporary technologies. Philos Trans R Soc Lond B Biol Sci 2023; 378:20210456. [PMID: 36511405 PMCID: PMC9745869 DOI: 10.1098/rstb.2021.0456] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022] Open
Abstract
Decades of research have shown that absolute egocentric distance is underestimated in virtual environments (VEs) when compared with the real world. This finding has implications on the use of VEs for applications that require an accurate sense of absolute scale. Fortunately, this underperception of scale can be attenuated by several factors, making perception more similar to (but still not the same as) that of the real world. Here, we examine these factors as two categories: (i) experience inherent to the observer, and (ii) characteristics inherent to the display technology. We analyse how these factors influence the sources of information for absolute distance perception with the goal of understanding how the scale of virtual spaces is calibrated. We identify six types of cues that change with these approaches, contributing both to a theoretical understanding of depth perception in VEs and a call for future research that can benefit from changing technologies. This article is part of the theme issue 'New approaches to 3D vision'.
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Affiliation(s)
| | | | - Bobby Bodenheimer
- Department of Computer Science, Vanderbilt University, Nashville, TN 37235, USA
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Dewe H, Gottwald JM, Bird LA, Brenton H, Gillies M, Cowie D. My Virtual Self: The Role of Movement in Children's Sense of Embodiment. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:4061-4072. [PMID: 33872150 DOI: 10.1109/tvcg.2021.3073906] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
There are vast potential applications for children's entertainment and education with modern virtual reality (VR) experiences, yet we know very little about how the movement or form of such a virtual body can influence children's feelings of control (agency) or the sensation that they own the virtual body (ownership). In two experiments, we gave a total of 197 children aged 4-14 years a virtual hand which moved synchronously or asynchronously with their own movements and had them interact with a VR environment. We found that movement synchrony influenced feelings of control and ownership at all ages. In Experiment 1 only, participants additionally felt haptic feedback either congruently, delayed or not at all - this did not influence feelings of control or ownership. In Experiment 2 only, participants used either a virtual hand or non-human virtual block. Participants embodied both forms to some degree, provided visuomotor signals were synchronous (as indicated by ownership, agency, and location ratings). Yet, only the hand in the synchronous movement condition was described as feeling like part of the body, rather than like a tool (e.g., a mouse or controller). Collectively, these findings highlight the overall dominance of visuomotor synchrony for children's own-body representation; that children can embody non-human forms to some degree; and that embodiment is also somewhat constrained by prior expectations of body form.
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Buck LE, Chakraborty S, Bodenheimer B. The Impact of Embodiment and Avatar Sizing on Personal Space in Immersive Virtual Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2102-2113. [PMID: 35167460 DOI: 10.1109/tvcg.2022.3150483] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
In this paper, we examine how embodiment and manipulation of a self-avatar's dimensions - specifically the arm length - affect users' judgments of the personal space around them in an immersive virtual environment. In the real world, personal space is the immediate space around the body in which physical interactions are possible. Personal space is increasingly studied in virtual environments because of its importance to social interactions. Here, we specifically look at two components of personal space, interpersonal and peripersonal space, and how they are affected by embodiment and the sizing of a self-avatar. We manipulated embodiment, hypothesizing that higher levels of embodiment will result in larger measures of interpersonal space and smaller measures of peripersonal space. Likewise, we manipulated the arm length of a self-avatar, hypothesizing that while interpersonal space would change with changing arm length, peripersonal space would not. We found that the representation of both interpersonal and peripersonal space change when the user experiences differing levels of embodiment in accordance with our hypotheses, and that only interpersonal space was sensitive to changes in the dimensions of a self-avatar's arms. These findings provide increased understanding of the role of embodiment and self-avatars in the regulation of personal space, and provide foundations for improved design of social interaction in virtual environments.
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Miehlbradt J, Cuturi LF, Zanchi S, Gori M, Micera S. Immersive virtual reality interferes with default head-trunk coordination strategies in young children. Sci Rep 2021; 11:17959. [PMID: 34580325 PMCID: PMC8476578 DOI: 10.1038/s41598-021-96866-8] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/04/2021] [Accepted: 08/10/2021] [Indexed: 11/09/2022] Open
Abstract
The acquisition of postural control is an elaborate process, which relies on the balanced integration of multisensory inputs. Current models suggest that young children rely on an 'en-block' control of their upper body before sequentially acquiring a segmental control around the age of 7, and that they resort to the former strategy under challenging conditions. While recent works suggest that a virtual sensory environment alters visuomotor integration in healthy adults, little is known about the effects on younger individuals. Here we show that this default coordination pattern is disrupted by an immersive virtual reality framework where a steering role is assigned to the trunk, which causes 6- to 8-year-olds to employ an ill-adapted segmental strategy. These results provide an alternate trajectory of motor development and emphasize the immaturity of postural control at these ages.
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Affiliation(s)
- Jenifer Miehlbradt
- Bertarelli Foundation Chair in Translational Neuroengineering, Center for Neuroprosthetics, École Polytechnique Fédérale de Lausanne, 1202, Geneva, Switzerland. .,Brain Electrophysiology Attention Movement Laboratory, Institute of Psychology, Université de Lausanne, 1015, Lausanne, Switzerland.
| | - Luigi F Cuturi
- Unit for Visually Impaired People, Center for Human Technologies, Fondazione Istituto Italiano di Tecnologia, 16152, Genova, Italy
| | - Silvia Zanchi
- Unit for Visually Impaired People, Center for Human Technologies, Fondazione Istituto Italiano di Tecnologia, 16152, Genova, Italy.,Robotics Brain and Cognitive Sciences, Center for Human Technologies, Fondazione Istituto Italiano di Tecnologia, 16152, Genova, Italy.,DIBRIS Department, Università di Genova, 16145, Genova, Italy
| | - Monica Gori
- Unit for Visually Impaired People, Center for Human Technologies, Fondazione Istituto Italiano di Tecnologia, 16152, Genova, Italy
| | - Silvestro Micera
- Bertarelli Foundation Chair in Translational Neuroengineering, Center for Neuroprosthetics, École Polytechnique Fédérale de Lausanne, 1202, Geneva, Switzerland.,The Biorobotics Institute and Department of Excellence in Robotics and AI, Scuola Superiore Sant'Anna, 56025, Pontedera, Italy
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9
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Ionta S. Visual Neuropsychology in Development: Anatomo-Functional Brain Mechanisms of Action/Perception Binding in Health and Disease. Front Hum Neurosci 2021; 15:689912. [PMID: 34135745 PMCID: PMC8203289 DOI: 10.3389/fnhum.2021.689912] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/01/2021] [Accepted: 05/06/2021] [Indexed: 12/16/2022] Open
Abstract
Vision is the main entrance for environmental input to the human brain. Even if vision is our most used sensory modality, its importance is not limited to environmental exploration. Rather it has strong links to motor competences, further extending to cognitive and social aspects of human life. These multifaceted relationships are particularly important in developmental age and become dramatically evident in presence of complex deficits originating from visual aberrancies. The present review summarizes the available neuropsychological evidence on the development of visual competences, with a particular focus on the associated visuo-motor integration skills in health and disease. With the aim of supporting future research and interventional settings, the goal of the present review is to constitute a solid base to help the translation of neuropsychological hypotheses into straightforward empirical investigations and rehabilitation/training protocols. This approach will further increase the impact, ameliorate the acceptance, and ease the use and implementation of lab-derived intervention protocols in real-life situations.
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Affiliation(s)
- Silvio Ionta
- Sensory-Motor Lab (SeMoLa), Department of Ophthalmology-University of Lausanne, Jules Gonin Eye Hospital-Fondation Asile des Aveugles, Lausanne, Switzerland
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The effects of testing environment, experimental design, and ankle loading on calibration to perturbed optic flow during locomotion. Atten Percept Psychophys 2020; 83:497-511. [PMID: 33241530 DOI: 10.3758/s13414-020-02200-1] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/02/2020] [Indexed: 11/08/2022]
Abstract
Calibration is the process by which the execution of actions becomes scaled to the (changing) relationship between environmental features and the actor's action capabilities. Though much research has investigated how individuals calibrate to perturbed optic flow, it remains unclear how different experimental factors contribute to the magnitude of calibration transfer. In the present study, we assessed how testing environment (Experiment 1), an adapted pretest-calibration-posttest design (Experiment 2), and bilateral ankle loading (Experiment 3) affected the magnitude of calibration to perturbed optic flow. We found that calibration transferred analogously to real-world and virtual environments. Although the magnitude of calibration transfer found here was greater than that reported by previous researchers, it was evident that calibration occurred rapidly and quickly plateaued, further supporting the claim that calibration is often incomplete despite continued calibration trials. We also saw an asymmetry in calibration magnitude, which may be due to a lack of appropriate perceptual-motor scaling prior to calibration. The implications of these findings for the assessment of distance perception and calibration in real-world and virtual environments are discussed.
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11
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Abstract
Eyeblink conditioning, finger tapping, and prism adaptation are three tasks that have been linked to the cerebellum. Previous research suggests that these tasks recruit distinct but partially overlapping parts of the cerebellum, as well as different extra-cerebellar networks. However, the relationships between the performances on these tasks remain unclear. Here we tested eyeblink conditioning, finger tapping, and prism adaptation in 42 children and 44 adults and estimated the degree of correlation between the performance measures. The results show that performance on all three tasks improves with age in typically developing school-aged children. However, the correlations between the performance measures of the different tasks were consistently weak and without any consistent directions. This reinforces the view that eyeblink conditioning, finger tapping, and prism adaptation rely on distinct mechanisms. Consequently, performance on these tasks cannot be used separately to assess a common cerebellar function or to make general conclusions about cerebellar dysfunction. However, together, these three behavioral tasks have the potential to contribute to a nuanced picture of human cerebellar functions during development.
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Valori I, McKenna-Plumley PE, Bayramova R, Zandonella Callegher C, Altoè G, Farroni T. Proprioceptive accuracy in Immersive Virtual Reality: A developmental perspective. PLoS One 2020; 15:e0222253. [PMID: 31999710 PMCID: PMC6992210 DOI: 10.1371/journal.pone.0222253] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/20/2019] [Accepted: 01/12/2020] [Indexed: 11/19/2022] Open
Abstract
Proprioceptive development relies on a variety of sensory inputs, among which vision is hugely dominant. Focusing on the developmental trajectory underpinning the integration of vision and proprioception, the present research explores how this integration is involved in interactions with Immersive Virtual Reality (IVR) by examining how proprioceptive accuracy is affected by Age, Perception, and Environment. Individuals from 4 to 43 years old completed a self-turning task which asked them to manually return to a previous location with different sensory modalities available in both IVR and reality. Results were interpreted from an exploratory perspective using Bayesian model comparison analysis, which allows the phenomena to be described using probabilistic statements rather than simplified reject/not-reject decisions. The most plausible model showed that 4-8-year-old children can generally be expected to make more proprioceptive errors than older children and adults. Across age groups, proprioceptive accuracy is higher when vision is available, and is disrupted in the visual environment provided by the IVR headset. We can conclude that proprioceptive accuracy mostly develops during the first eight years of life and that it relies largely on vision. Moreover, our findings indicate that this proprioceptive accuracy can be disrupted by the use of an IVR headset.
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Affiliation(s)
- Irene Valori
- Department of Developmental Psychology and Socialization, University of Padova, Padova, Italy
| | | | - Rena Bayramova
- Department of General Psychology, University of Padova, Padova, Italy
| | | | - Gianmarco Altoè
- Department of Developmental Psychology and Socialization, University of Padova, Padova, Italy
| | - Teresa Farroni
- Department of Developmental Psychology and Socialization, University of Padova, Padova, Italy
- * E-mail:
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Knight K, McClenaghan CE, Singh B. Virtual reality distraction from painful procedures in the paediatric emergency department. Arch Dis Child 2019; 104:204-205. [PMID: 30194253 DOI: 10.1136/archdischild-2018-315921] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 08/23/2018] [Indexed: 11/04/2022]
Affiliation(s)
- Katie Knight
- Department of Paediatric Emergency Medicine, Royal London Hospital, London, UK
| | | | - Bethany Singh
- Department of Paediatric Emergency Medicine, Royal London Hospital, London, UK
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