241 research outputs found

    A reconfigurable, tendon-based haptic interface for research into human-environment interactions

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    Human reaction to external stimuli can be investigated in a comprehensive way by using a versatile virtual-reality setup involving multiple display technologies. It is apparent that versatility remains a main challenge when human reactions are examined through the use of haptic interfaces as the interfaces must be able to cope with the entire range of diverse movements and forces/torques a human subject produces. To address the versatility challenge, we have developed a large-scale reconfigurable tendon-based haptic interface which can be adapted to a large variety of task dynamics and is integrated into a Cave Automatic Virtual Environment (CAVE). To prove the versatility of the haptic interface, two tasks, incorporating once the force and once the velocity extrema of a human subject's extremities, were implemented: a simulator with 3-DOF highly dynamic force feedback and a 3-DOF setup optimized to perform dynamic movements. In addition, a 6-DOF platform capable of lifting a human subject off the ground was realized. For these three applications, a position controller was implemented, adapted to each task, and tested. In the controller tests with highly different, task-specific trajectories, the three robot configurations fulfilled the demands on the application-specific accuracy which illustrates and confirms the versatility of the developed haptic interfac

    Interactive drug-design: using advanced computing to evaluate the induced fit effect

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    This thesis describes the efforts made to provide protein flexibility in a molecular modelling software application, which prior to this work, was operating using rigid proteins and semi flexible ligands. Protein flexibility during molecular modelling simulations is a non-­‐trivial task requiring a great number of floating point operations and it could not be accomplished without the help of supercomputing such as GPGPUs (or possibly Xeon Phi). The thesis is structured as follows. It provides a background section, where the reader can find the necessary context and references in order to be able to understand this report. Next is a state of the art section, which describes what had been done in the fields of molecular dynamics and flexible haptic protein ligand docking prior to this work. An implementation section follows, which lists failed efforts that provided the necessary feedback in order to design efficient algorithms to accomplish this task. Chapter 6 describes in detail an irregular – grid decomposition approach in order to provide fast non-­‐bonded interaction computations for GPGPUs. This technique is also associated with algorithms that provide fast bonded interaction computations and exclusions handling for 1-­‐4 bonded atoms during the non-­‐bonded forces computation part. Performance benchmarks as well as accuracy tables for energy and force computations are provided to demonstrate the efficiency of the methodologies explained in this chapter. Chapter 7 provides an overview of an evolutionary strategy used to overcome the problems associated with the limited capabilities of local search strategies such as steepest descents, which get trapped in the first local minima they find. Our proposed method is able to explore the potential energy landscape in such a way that it can pick competitive uphill solutions to escape local minima in the hope of finding deeper valleys. This methodology is also serving the purpose of providing a good number of conformational updates such that it is able to restore the areas of interaction between the protein and the ligand while searching for optimum global solutions

    Realistic Virtual Cuts

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    Virtual Reality Simulation of Glenoid Reaming Procedure

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    Glenoid reaming is a bone machining operation in Total Shoulder Arthroplasty (TSA) in which the glenoid bone is resurfaced to make intimate contact with implant undersurface. While this step is crucial for the longevity of TSA, many surgeons find it technically challenging. With the recent advances in Virtual Reality (VR) simulations, it has become possible to realistically replicate complicated operations without any need for patients or cadavers, and at the same time, provide quantitative feedback to improve surgeons\u27 psycho-motor skills. In light of these advantages, the current thesis intends to develop tools and methods required for construction of a VR simulator for glenoid reaming, in an attempt to construct a reliable tool for preoperative training and planning for surgeons involved with TSA. Towards the end, this thesis presents computational algorithms to appropriately represent surgery tool and bone in the VR environment, determine their intersection and compute realistic haptic feedback based on the intersections. The core of the computations is constituted by sampled geometrical representations of both objects. In particular, point cloud model of the tool and voxelized model of bone - that is derived from Computed Tomography (CT) images - are employed. The thesis shows how to efficiently construct these models and adequately represent them in memory. It also elucidates how to effectively use these models to rapidly determine tool-bone collisions and account for bone removal momentarily. Furthermore, the thesis applies cadaveric experimental data to study the mechanics of glenoid reaming and proposes a realistic model for haptic computations. The proposed model integrates well with the developed computational tools, enabling real-time haptic and graphic simulation of glenoid reaming. Throughout the thesis, a particular emphasis is placed upon computational efficiency, especially on the use of parallel computing using Graphics Processing Units (GPUs). Extensive implementation results are also presented to verify the effectiveness of the developments. Not only do the results of this thesis advance the knowledge in the simulation of glenoid reaming, but they also rigorously contribute to the broader area of surgery simulation, and can serve as a step forward to the wider implementation of VR technology in surgeon training programs

    Accurate geometry reconstruction of vascular structures using implicit splines

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    3-D visualization of blood vessel from standard medical datasets (e.g. CT or MRI) play an important role in many clinical situations, including the diagnosis of vessel stenosis, virtual angioscopy, vascular surgery planning and computer aided vascular surgery. However, unlike other human organs, the vasculature system is a very complex network of vessel, which makes it a very challenging task to perform its 3-D visualization. Conventional techniques of medical volume data visualization are in general not well-suited for the above-mentioned tasks. This problem can be solved by reconstructing vascular geometry. Although various methods have been proposed for reconstructing vascular structures, most of these approaches are model-based, and are usually too ideal to correctly represent the actual variation presented by the cross-sections of a vascular structure. In addition, the underlying shape is usually expressed as polygonal meshes or in parametric forms, which is very inconvenient for implementing ramification of branching. As a result, the reconstructed geometries are not suitable for computer aided diagnosis and computer guided minimally invasive vascular surgery. In this research, we develop a set of techniques associated with the geometry reconstruction of vasculatures, including segmentation, modelling, reconstruction, exploration and rendering of vascular structures. The reconstructed geometry can not only help to greatly enhance the visual quality of 3-D vascular structures, but also provide an actual geometric representation of vasculatures, which can provide various benefits. The key findings of this research are as follows: 1. A localized hybrid level-set method of segmentation has been developed to extract the vascular structures from 3-D medical datasets. 2. A skeleton-based implicit modelling technique has been proposed and applied to the reconstruction of vasculatures, which can achieve an accurate geometric reconstruction of the vascular structures as implicit surfaces in an analytical form. 3. An accelerating technique using modern GPU (Graphics Processing Unit) is devised and applied to rendering the implicitly represented vasculatures. 4. The implicitly modelled vasculature is investigated for the application of virtual angioscopy

    Modelling and simulation of flexible instruments for minimally invasive surgical training in virtual reality

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    Improvements in quality and safety standards in surgical training, reduction in training hours and constant technological advances have challenged the traditional apprenticeship model to create a competent surgeon in a patient-safe way. As a result, pressure on training outside the operating room has increased. Interactive, computer based Virtual Reality (VR) simulators offer a safe, cost-effective, controllable and configurable training environment free from ethical and patient safety issues. Two prototype, yet fully-functional VR simulator systems for minimally invasive procedures relying on flexible instruments were developed and validated. NOViSE is the first force-feedback enabled VR simulator for Natural Orifice Transluminal Endoscopic Surgery (NOTES) training supporting a flexible endoscope. VCSim3 is a VR simulator for cardiovascular interventions using catheters and guidewires. The underlying mathematical model of flexible instruments in both simulator prototypes is based on an established theoretical framework – the Cosserat Theory of Elastic Rods. The efficient implementation of the Cosserat Rod model allows for an accurate, real-time simulation of instruments at haptic-interactive rates on an off-the-shelf computer. The behaviour of the virtual tools and its computational performance was evaluated using quantitative and qualitative measures. The instruments exhibited near sub-millimetre accuracy compared to their real counterparts. The proposed GPU implementation further accelerated their simulation performance by approximately an order of magnitude. The realism of the simulators was assessed by face, content and, in the case of NOViSE, construct validity studies. The results indicate good overall face and content validity of both simulators and of virtual instruments. NOViSE also demonstrated early signs of construct validity. VR simulation of flexible instruments in NOViSE and VCSim3 can contribute to surgical training and improve the educational experience without putting patients at risk, raising ethical issues or requiring expensive animal or cadaver facilities. Moreover, in the context of an innovative and experimental technique such as NOTES, NOViSE could potentially facilitate its development and contribute to its popularization by keeping practitioners up to date with this new minimally invasive technique.Open Acces

    Multi-Finger Haptic Devices Integrating Miniature Short-Stroke Actuators

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    The omnipresence of electronic devices in our everyday life goes together with a trend that makes us always more immersed during their utilization. By immersion, we mean that during the development of a new product, it is more and more required to stimulate several senses of the user so as to make the product more attractive. The sense of touch does not escape the rule and is more and more considered. Definitely democratized by its integration in smart phones with touchscreens, the haptic feedback allows enhancing the human-machine interactions in many ways. For instance by improving the comfort of use of a button through the modification of its force feedback. It can also offer an interactive experience during the manipulation of digital information and even improve the communication, particularly through the internet and for blind people, with the introduction of non-verbal signals. For these reasons, the present thesis focuses on the conception of multi-finger haptic devices, a new kind of peripherals integrating multiple actuators and capable of providing a fully programmable force feedback to the user's fingers. A global methodology is presented, outlining the different constituents necessary for their conception: actuator, sensor, control, communication and software user interface. Then, generic tools corresponding to the two first elements are presented. An accurate modeling of miniature electromagnetic short-stroke actuators is made possible thanks to the combination of 3D finite element modeling (FEM) and design of experiments (DOE). The non-usual behavior of magnetic flux lines in miniature actuators with relatively large airgaps imposes to avoid simplified analytical models and to use the reliable results of finite elements. The long computation times required by 3D FEM are balanced by the use of selective DOE making the modeling methodology easily adaptable, rapid and accurate. The parametrical model of the force provided by the modeling methodology is then integrated in a full parametrical setup allowing for the optimization of the actuator force using a conventional algorithm. The advantage of the parametrical optimization is that complementary non-linear constraints such as weight and temperature can be added, making the model multi-physic. Then, several original position measurement techniques using existing sensors are developed including a low-cost custom single-photointerrupter sensor allowing for direction discrimination for fast-prototyping and a hybrid sensing method using tiny Hall sensors and taking advantage of the leaks of the main actuator magnet. Two innovative self-sensing methods are then presented, allowing for the measurement of the mover position of linear short-stroke actuators. The first solution estimates the position of the coil by measuring the acceleration through the back emf. However in this case, a constant acceleration is required, which strongly restrains the application scope. The second solution allows for a real-time measurement of the position thanks to a passive oscillating RLC circuit influenced by the variation of the coil impedance. All the solutions presented are low-cost, compact and require few computation resources. Finally, in order to illustrate the methodology proposed along the thesis, several prototypes are fabricated, giving an overview of the possibilities offered by multi-finger haptic devices. A haptic numeric pad is notably used in an experiment made in collaboration with the University Service of Child and Adolescent Psychiatry in Lausanne with the aim of improving the impaired emotional processing of psychotic adolescents. Moreover, the successful identification of several touch sensations on the same haptic pad lays the first stones of a new tactile language
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