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L. Goto

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15 records found

Journal article (2025) - Rosemijne RWP Pigmans, Lyè Goto, Rens Wientjes, Dick G Markhorst, Job BM van Woensel, Michael A Gaytant, Toon Huysmans, Coen D Dijkman, Reinout A Bem
Background: Non-invasive ventilation is commonly used to support critically ill children with acute respiratory failure in the pediatric intensive care unit. However, non-invasive ventilation treatment is often hindered by poorly fitting masks due to limited commercially available options. Personalized non-invasive ventilation masks are a promising solution, yet research on the feasibility of their production in real-world clinical settings, particularly regarding facial data acquisition, remains limited. This study aims to assess the feasibility of using a handheld 3D scanner for facial data acquisition in critically ill children admitted to the pediatric intensive care unit. Methods: In this single-center pediatric intensive care unit feasibility study, facial 3D data was obtained from children (age 0–18 years) receiving non-invasive respiratory support for acute respiratory failure, using a handheld 3D scanner. Feasibility outcomes included the scan process and quality factors. Scan quality was evaluated based on scan errors and removed movement frames. Facial 3D data acquisition was defined as feasible if > 80% of patients had a complete scan whereof > 90% frames had a scan error < 0.5. Results: We included 33 patients with a median (IQR) age of 2.0 (1.0–16.0) months. Full facial 3D data could be acquired within a short scanning period of 30 s, which did not induce patient clinical deterioration, with a success rate of 31 (94%) usable scans with good quality (98% good frames). Conclusion: Our results show that facial data acquisition using a handheld 3D scanner is feasible in critically ill children receiving non-invasive respiratory support in the pediatric intensive care unit. These findings are essential for developing and implementing a workflow process for personalized non-invasive ventilation masks for children with acute respiratory failure. ...

The use of 3D anthropometric data of children’s heads and faces in mask design

Doctoral thesis (2023) - L. Goto
When designing products like bicycle helmets or oxygen masks, achieving a good fit is crucial for optimal functioning, usability, safety, and comfort. Integrating anthropometric data in the development and design of products, workplaces, and environments whilst understanding the variations in anthropometric measurements amongst users will improve the usability, comfort, efficiency and interaction of products, subsequently enhancing the overall user experience. Thus, accurate and detailed measurements of the human body shape in general and for a specific target population in particular, are essential for designing products that require a close fit. Therefore, designers should integrate relevant properties of the body, especially anthropometric dimensions in their design process to optimize the fit between the product and the relevant body part. Recent advancements in 3D imaging technologies have made it possible to collect anthropometric data faster, with higher accuracy and reproducibility. This has led to the increasing use of 3D imaging technologies in anthropometric surveys worldwide, providing detailed anthropometric information for the design of products that closely conform to the human body. Although various anthropometric tools are available, both in 2D and 3D, designers often rely on traditional 1D anthropometric information when designing and sizing products due to familiarity, ease of use, and cost-efficiency of these tools. However, traditional anthropometric information may not provide sufficient details about the human body shape required for developing products with an optimal fit. While there are advantages to using 3D anthropometric data, there are challenges in integrating it into the design process. The complexity and large quantity of data, making it challenging to sort and analyse both quantitatively and qualitatively. Additionally, there is a lack of established procedures on how to effectively use 3D anthropometric data in product sizing, and limited research has been conducted on its application in the design process and the needs of designers themselves... ...
Journal article (2023) - Charlotte C. Poot, Jasmijn de Boer, Lyè Goto, Susanne J. van de Hei, Niels H. Chavannes, Valentijn T. Visch, Eline Meijer
Objective: This study aimed to design a persuasive game, using objective adherence data, to motivate people with asthma to adhere to their medication regimen. Methods: A participatory user-centered design approach was employed, involving end-users and other stakeholders throughout the study. The approach consisted of four phases. Semi-structured interviews and a survey were conducted to understand user needs and reasons for poor adherence (Phase 1: define). Key themes were identified, leading to the formulation of behavior change strategies and design and game requirements. Several design directions were ideated, resulting in a concept for a serious game (Phase 2: ideate). Two rounds of user-tests were performed to evaluate a prototype of the serious game in terms of usability, perceived impact on medication adherence and motivation (Phase 3: prototype and Phase 4: evaluate). Results: Findings from semi-structured interviews (n = 6) and the online survey (n = 20) revealed that people’s non-adherence was often attributed to the perception of asthma as an episodic condition, the delayed experienced effect of maintenance inhalers, and lack of knowledge regarding difference of effect between maintenance and reliever inhalers. The study used behavior change strategies to translate these insights into design requirements for the development of the narrative-based persuasive game Ademgenoot. This six-week challenge-based game combines various behavior change strategies, including personal goal setting and continuous visual feedback, as well as persuasive game design elements, such as a narrative and rewards, with the aim of enhancing motivation to adhere to their medication regimen. User-testing (n = 8; round 1 and 2) showed that Ademgenoot is feasible in clinical practice and has the potential to support people with mild asthma in adherence to their maintenance medication. Discussion: Future efforts should be directed towards a larger evaluation to assess the impact on motivation and inhaler use behaviour. Plain Language Summary: The goal of this study was to create a serious game that encourages people with asthma to take their medication regularly. During the study, we worked closely with individuals who have asthma and other stakeholders throughout the study. We conducted interviews and surveys to understand why people have difficulties using their maintenance inhaler as prescribed by their doctor. Based on the feedback we received, we developed a serious game called “Ademgenoot”. The game uses information on inhaler use automatically collected with a device attached to the inhaler. The game includes features like personal goals and visual feedback on inhaler use to motivate users to take their medication consistently. We tested a prototype of the game with users to see if it was easy to use and if it motivated them to use their maintenance inhaler. The results showed that Ademgenoot is a viable option for helping individuals with mild asthma stay on track with their medication. ...
Journal article (2022) - Renée Hovenier, Lyè Goto, Toon Huysmans, Monica van Gestel, Rozalinde Klein-Blommert, Dick Markhorst, Coen Dijkman, Reinout A. Bem
Non-invasive ventilation (NIV) is increasingly used in the support of acute respiratory failure in critically ill children admitted to the pediatric intensive care unit (PICU). One of the major challenges in pediatric NIV is finding an optimal fitting mask that limits air leakage, in particular for young children and those with specific facial features. Here, we describe the development of a pediatric head–lung model, based on 3D anthropometric data, to simulate pediatric NIV in a 1-year-old child, which can serve as a tool to investigate the effectiveness of NIV masks. Using this model, the primary aim of this study was to determine the extent of air leakage during NIV with our recently described simple anesthetic mask with a 3D-printed quick-release adaptor, as compared with a commercially available pediatric NIV mask. The simple anesthetic mask provided a better seal resulting in lower air leakage at various positive pressure levels as compared with the commercial mask. These data further support the use of the simple anesthetic mask as a reasonable alternative during pediatric NIV in the acute setting. Moreover, the pediatric head–lung model provides a promising tool to study the applicability and effectiveness of customized pediatric NIV masks in the future. ...
Journal article (2021) - Lyè Goto, Wonsup Lee, Toon Huysmans, Johan F.M. Molenbroek, Richard H.M. Goossens
The use of 3D anthropometric data of children’s heads and faces has great potential in the development of protective gear and medical products that need to provide a close fit in order to function well. Given the lack of detailed data of this kind, the aim of this study is to map the size and shape variation of Dutch children’s heads and faces and investigate possible implications for the design of a ventilation mask. In this study, a dataset of heads and faces of 303 Dutch children aged six months to seven years consisting of traditional measurements and 3D scans were analysed. A principal component analysis (PCA) of facial measurements was performed to map the variation of the children’s face shapes. The first principal component describes the overall size, whilst the second principal component captures the more width related variation of the face. After establishing a homology between the 3D scanned face shapes, a second principal component analysis was done on the point coordinates, revealing the most prominent variations in 3D shape within the sample. ...
Designing products that closely interact with the human body can be quite challenging. Think for example about wearables like helmets, (Virtual Reality-) goggles, masks, garments, sports braces, or shoes. We are all unique individuals and this requires designers to carefully consider the great variety of human body shapes and come up with smart ways of accommodating this variety in such products through the use of sizing systems, adjustable parts, or flexible materials. We introduce ‘Mannequin’, a new tool for the DINED- platform. Through this tool, we want to make 3D anthropometry accessible for engineers, designers, and ergonomists by providing an intuitive interface for exploring 3D body shape variation and creating 3D design manikins. In the open data spirit of DINED, Mannequin can be freely used for both research and commercial purposes. ...
Conference paper (2019) - Lyè Goto, Toon Huysmans, Wonsup Lee, Johan F. M. Molenbroek, Richard Goossens
In Ergonomic product design, designers need to translate anthropometric data of the target population into product dimensions or sizing systems. Currently, sizing systems are often based on traditional anthropometric data and generally use the variation of one or two key body dimensions directly related to the product. For products that need to closely fit a certain part of the body it is relevant to incorporate multiple key dimensions. This can be realized by a multivariate approach such as a Principal Component Analysis. Over the past decades, there has been an increase in incorporating 3D imaging in anthropometric surveys. In order to integrate the use of 3D anthropometry in product sizing, representative models are used to visualize the variability of the target population. For the development of a ventilation mask for children, this study compares representative models of 3D faces based on a bivariate, multivariate and shape based analysis of 303 children's faces. ...
Journal article (2019) - Lyè Goto, Wonsup Lee, Johan Molenbroek, Annoesjka Cabo, Richard Goossens
3D anthropometry has created a significant opportunity for designers to improve fit by offering detailed information regarding the shape of the human body. Various researchers have shown the benefit of using 3D anthropometric data in the development or evaluation of head related products for adults. However, detailed 3D anthropometric data of children heads and faces is still lacking. This paper presents up to date descriptive statistics of detailed measurements made of heads and faces of Dutch children. For the purpose of developing ergonomic head and face wear for children, an anthropometric survey was conducted, whereby children aged 6 months to 7 years were measured, utilising both traditional anthropometric measurement techniques and 3D image derived measurements. The traditional measurements were compared with the most recent dataset of Dutch children and, on a more detailed level, with a dataset of North American children. ...
Book chapter (2019) - Wonsup Lee, Johan Molenbroek, Lyè Goto, Anton Jellema, Yu Song, Richard Goossens
Three-dimensional scanning technologies have brought great opportunities in ergonomic and product design education as well as research. Not only the anthropometric size but also the shape and posture of the human, form of a product, or interactions between the human and product obtained based on the 3D scanning have been usefully applied in product design. This chapter introduces a number of educational and research cases, which have been performed at the Faculty of Industrial Design Engineering at Delft University of Technology. First, as ergonomics plays a big role in the product design process, but in a different and advanced way than before, we have broadly applied the emerging 3D scanning technology in our design education and research. Because the topic of “ergonomic design based on 3D scanning” have been taught in our education, the number of students who are using 3D human scans for their course work and/or graduate project has increased considerably. Some of our successful cases will be introduced in this chapter. Second, from the 3D scanning practices in our education, we concluded there is a need of a 3D scanner, especially for the human hand, that is both quick and accurate but is also capable of scanning parts that are normally hard to cover. Multiple final master projects have contributed to the development of a working prototype of an accurate and low-cost 3D hand scanner. Finally, based on our experience, techniques, methods, software, and relevant information that can support design education based on 3D human scans will be discussed. ...
A sizing system of a multiple-size product have been conventionally generated based on anthropometric size of a human body part. But a product which fit to a complex-shaped body part such as the face need to have a sizing system generated with consideration of body shape characteristics. This study applied template registration and machine learning clustering methods in order to make a sizing system which can consider variations of size and shape of the face. A hybrid approach using the bounded biharmonic weights (BBW) and non-rigid iterative closet point (ICP) registration methods was applied in this study to generate template-registered face images. Then, the Self-Organizing Map (SOM), a type of artificial neural network model for large-data clustering was used in order to cluster the template-registered face images into multiple shape categories. The proposed methods can be usefully applied in design of a facial wearable product such as face mask. ...
3D scan images have been successfully applied in ergonomic product design. Features of human body parts (e.g., landmarks, measurements, curvatures, surfaces, volumes) extracted from 3D body scan images can be used to analyze variations of the size and shape of human bodies. The information of size and shape variations can be
applied in product design to support technical ideas regarding accommodation, tolerance, and adjustability. This study is aimed to briefly introduce a few analysis methods of
body shape variation using 3D facial scan images of Dutch children in order to acquire useful features for the design of a children's facial mask. ...
Journal article (2016) - Wonsup Lee, Xiaopeng Yang, Hayoung Jung, Heecheon You, Lyè Goto, Johan Molenbroek, Richard Goossens
Abstract: 3D human body scan datasets have been collected and various techniques of post-processing, size and shape analysis, and applications in product design have been introduced. This paper is aimed to introduce techniques and cases of head-product design studies based on massive 3D head scan datasets. 3D scan datasets of the head, face and ear were collected and post-processed by editing, landmarking, alignment and measurement. For useful application of the 3D head scan datasets in head-product designs, we applied several analysis techniques such as development of a sizing system, selection of representative models, analysis of shape variation based on template-registered 3D scans and analysis of virtual fit. This paper can help understand an overview of techniques regarding massive 3D scan datasets and their applications to ergonomic product design. ...

Kinderbeademingsmaskers dankzij 3D-technologie

Book chapter (2016) - Johan Molenbroek, Renate de Bruin, Lye Goto
3D-scan en -printtechnieken maken het mogelijk om snel perfect passende medische hulpmiddelen te ontwikkelen. Bijvoorbeeld een kinderbeademingsmasker. Maar met de techniek alleen zijn we er helaas nog niet. Want wie gaat de prints maken? Is de techniek wel betaalbaar? En hoe zit het met privacy van de personen die hun gezicht laten scannen? Dit hoofdstuk schetst hoe een goed passend gezichtsmasker voor kinderen realiteit kan worden met 3D-technologie. ...
Conference paper (2016) - L Goto, W Lee, Y Song, JFM Molenbroek, RHM Goossens
Designers integrate the use of anthropometric data in their design process to optimize the usability and functioning of a product while improving comfort and safety. Information regarding the size and shape of the human body are important when it comes to designing products in general, and especially where fit is essential such as helmets, ventilation masks and goggles. Advances in 3D imaging technologies have facilitated the collection of these measurements and shapes. In addition, because of the high capturing speed, these technologies have great advantage when gatheringanthropometric data of elderly or children.In order to design a ventilation mask for young children an anthropometric survey was conducted to map the shape of the head and face of children between the ages of 0.5 to 7 years old. A total of 307 children were measured through a combination of traditional anthropometric measurements and 3Dscan-derived measurements. The facial measurements of children 6 years of age were analysed and in order to map the variation between them, a Principal Component Analysis (PCA) was conducted. The results of the PCA could give designers an insight into the measurements that explain thevariation in children’s faces. ...
Conference paper (2016) - JFM Molenbroek, L Goto
Since 2001 we teach students about 3D scanning and 3D printing because of a growing demand in society. This paper will show which methods were explored in the area of evaluating the fit of humanproduct- interaction at Industrial Design Engineering and how 3D scanning and 3Dprinting did make a difference. Ergonomics plays a big role in this process, however in a different and advanced way than before. In general we still teach a human centred design approach in a one of the largest schools in industrial
design engineering in the world.

Practitioner Summary:
This paper is about the experience of a large school trying to teach ergonomics including 3D scanning and 3D printing as tools. ...