Tech companies urged to share problems as well as data

In order to advance deep learning and artificial intelligence, companies need to not only open up their data for research, but also the problems that create roadblocks for their business.

This is according to Daniel Hulme, CEO of Satalia – a company that uses advances optimisation algorithms to solve problems for businesses, who was speaking yesterday at the RE WORK Deep Learning Summit in London.

“It’s ok for companies to open up their data, but they also need to open up their problems,” he said.

In doing so, he said they would be inviting people to solve their problems for them, in a similar way to white hat hackers’ practice of identifying security loopholes and alerting the appropriate company.

This would enable faster innovation, as problems would – at least in theory – be more rapidly solved, allowing newer and better products to be produced more quickly.

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However, while an excellent idea in theory, Hulme acknowledged that in reality there were some significant issues with this approach, primarily due to a lack of willingness on companies’ parts to share such information.

“Companies don’t want to do that,” he said, pointing to concerns over embarrassment and a desire by companies to be seen as perfect.

There is, of course, the additional issue of shareholder confidence – if a company were to admit it was having problems optimising a major part of its business, it may well have a significant effect on share price.

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Nevertheless, for startups in the field of deep learning and AI, problem solving is the bread and butter work that enables them to become fully-fledged businesses.

“I think when you’re a small company – a startup – you need to solve problems for people,” he said.

Hulme added that while some startups took a different approach, by pursuing a blue-sky concept without a specific marketable product in mind, this required a massive amount of funding and so was only feasible if the company was founded by someone with significant personal wealth.

New research claims a video game can improve doctors’ ability to recognise severe trauma in patients

New research has concluded a specifically-designed video game improves doctors’ ability to recognise when patients need to be transferred to a severe trauma centre.

The research, by the University of Pittsburgh School of Medicine and published today in the BMJ, revealed the game Night Shift was better at preparing doctors to recognise patients who needed higher levels of care than reading traditional educational materials.

This was the case even though doctors who were made to play the game, in which doctors play as a fictitious, young emergency physician treating severe trauma patients, enjoyed it less than those who were asked to read relevant materials.

“Physicians must make decisions quickly and with incomplete information. Each year, 30,000 preventable deaths occur after injury, in part because patients with severe injuries who initially present to non-trauma centres are not promptly transferred to a hospital that can provide appropriate care,” said the game’s creator Deepika Mohan, MD, MPH and assistant professor in Pitt’s departments of Critical Care Medicine and Surgery.

“An hour of playing the video game recalibrated physicians’ brains to such a degree that, six months later, they were still out-performing their peers in recognising severe trauma.”

Night Shift was designed by Mohan to tap into the part of the brain that uses pattern recognition and previous experience to make snap decisions by using subconscious mental shortcuts – a process called heuristics.

Doctors in non-trauma centres typically see only about one severe trauma per 1,000 patients. As a result, their heuristic abilities can become skewed toward obvious injuries such as gunshot wounds, and miss equally severe traumas such as internal injuries from falls.

On average, 70% of severely injured patients who present to non-trauma centres are under-triaged and not transferred to trauma centres as recommended by clinical practice.

“There are many reasons beyond the doctor’s heuristics as to why a severe trauma patient wouldn’t be transferred to a trauma centre, ranging from not having an ambulance available to a lack of proper diagnostic tools,” said Mohan.

“So, it is important to emphasize that recalibrating heuristics won’t completely solve the under-triage problem and that the problem isn’t entirely due to physicians’ diagnostic skills. But it’s heartening to know we’re on track to develop a game that shows promise at improving on current educational training.”

For the study, Mohan recruited 368 physicians from across the US who did not work at hospitals specialising in severe trauma. Half were assigned to play the game and half were asked to spend at least an hour reading the educational materials.

Participants then responded to questionnaires and completed a simulation that tested how often they “under-triaged,” or failed to send severe trauma patients to hospitals with the resources necessary to handle them.

Physicians who played the game under-triaged 53% of the time, compared with 64% for those who read the educational materials.

Six months later, Mohan reassessed the physicians and found that the effect of the game persisted, with those who played the game under-triaging 57% of the time, compared to 74% for those who had read the educational materials.

Multimedia courtesy of Schell Games.

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Source: Gizmodo

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Source: BBC

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Source: Inverse

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Source: BBC

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Source: Ars Technica

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Source: Reuters