1,896 research outputs found

    Anatomical Mirroring: Real-time User-specific Anatomy in Motion Using a Commodity Depth Camera

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    International audienceThis paper presents a mirror-like augmented reality (AR) system to display the internal anatomy of a user. Using a single Microsoft V2.0 Kinect, we animate in real-time a user-specific internal anatomy according to the user’s motion and we superimpose it onto the user’s color map. The user can visualize his anatomy moving as if he was able to look inside his own body in real-time. A new calibration procedure to set up and attach a user-specific anatomy to the Kinect body tracking skeleton is introduced. At calibration time, the bone lengths are estimated using a set of poses. By using Kinect data as input, the practical limitation of skin correspondance in prior work is overcome. The generic 3D anatomical model is attached to the internal anatomy registration skeleton, and warped on the depth image using a novel elastic deformer, subject to a closest-point registration force and anatomical constraints. The noise in Kinect outputs precludes any realistic human display. Therefore, a novel filter to reconstruct plausible motions based onfixed length bones as well as realistic angular degrees of freedom (DOFs) and limits is introduced to enforce anatomical plausibility. Anatomical constraints applied to the Kinect body tracking skeleton joints are used to maximize the physical plausibility of the anatomy motion, while minimizing the distance to the raw data. At run-time,a simulation loop is used to attract the bones towards the raw data, and skinning shaders efficiently drag the resulting anatomy to the user’s tracked motion.Our user-specific internal anatomy model is validated by comparing the skeleton with segmented MRI images. A user study is established to evaluate the believability of the animated anatomy

    Virtual interactive musculoskeletal system (VIMS) in orthopaedic research, education and clinical patient care

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    The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System). Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation

    A Review of Virtual Reality Based Training Simulators for Orthopaedic Surgery

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    This review presents current virtual reality based training simulators for hip, knee and other orthopaedic surgery, including elective and trauma surgical procedures. There have not been any reviews focussing on hip and knee orthopaedic simulators. A comparison of existing simulator features is provided to identify what is missing and what is required to improve upon current simulators. In total 11 total hip replacement pre-operative planning tools were analysed, plus 9 hip trauma fracture training simulators. Additionally 9 knee arthroscopy simulators and 8 other orthopaedic simulators were included for comparison. The findings are that for orthopaedic surgery simulators in general, there is increasing use of patient-specific virtual models which reduce the learning curve. Modelling is also being used for patient-specific implant design and manufacture. Simulators are being increasingly validated for assessment as well as training. There are very few training simulators available for hip replacement, yet more advanced virtual reality is being used for other procedures such as hip trauma and drilling. Training simulators for hip replacement and orthopaedic surgery in general lag behind other surgical procedures for which virtual reality has become more common. Further developments are required to bring hip replacement training simulation up to date with other procedures. This suggests there is a gap in the market for a new high fidelity hip replacement and resurfacing training simulator

    A review of virtual reality based training simulators for orthopaedic surgery

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    This is the author accepted manuscript. The final version is available from Elsevier via the DOI in this recordThis review presents current virtual reality based training simulators for hip, knee and other orthopaedic surgery, including elective and trauma surgical procedures. There have not been any reviews focussing on hip and knee orthopaedic simulators. A comparison of existing simulator features is provided to identify what is missing and what is required to improve upon current simulators. In total 11 hip replacements pre-operative planning tools were analysed, plus 9 hip trauma fracture training simulators. Additionally 9 knee arthroscopy simulators and 8 other orthopaedic simulators were included for comparison. The findings are that for orthopaedic surgery simulators in general, there is increasing use of patient-specific virtual models which reduce the learning curve. Modelling is also being used for patient-specific implant design and manufacture. Simulators are being increasingly validated for assessment as well as training. There are very few training simulators available for hip replacement, yet more advanced virtual reality is being used for other procedures such as hip trauma and drilling. Training simulators for hip replacement and orthopaedic surgery in general lag behind other surgical procedures for which virtual reality has become more common. Further developments are required to bring hip replacement training simulation up to date with other procedures. This suggests there is a gap in the market for a new high fidelity hip replacement and resurfacing training simulator.Wessex Academic Health Science Network (Wessex AHSN) Innovation and Wealth Creation Accelerator Fund 2014/15Bournemouth Universit

    A methodology for the customization of hinged ankle-foot orthoses based on in vivo helical axis calculation with 3D printed rigid shells

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    This study aims to develop techniques for ankle joint kinematics analysis using motion capture based on stereophotogrammetry. The scope is to design marker attachments on the skin for a most reliable identification of the instantaneous helical axis, to be targeted for the fabrication of customized hinged ankle-foot orthoses. These attachments should limit the effects of the experimental artifacts, in particular the soft-tissue motion artifact, which affect largely the accuracy of any in vivo ankle kinematics analysis. Motion analyses were carried out on two healthy subjects wearing customized rigid shells that were designed through 3D scans of the subjects’ lower limbs and fabricated by additive manufacturing. Starting from stereophotogrammetry data collected during walking and dorsi-plantarflexion motor tasks, the instantaneous and mean helical axes of ankle joint were calculated. The customized shells matched accurately the anatomy of the subjects and allowed for the definition of rigid marker clusters that improved the accuracy of in vivo kinematic analyses. The proposed methodology was able to differentiate between subjects and between the motor tasks analyzed. The observed position and dispersion of the axes were consistent with those reported in the literature. This methodology represents an effective tool for supporting the customization of hinged ankle-foot orthoses or other devices interacting with human joints functionality

    SIMBIO-M 2014, SIMulation technologies in the fields of BIO-Sciences and Multiphysics: BioMechanics, BioMaterials and BioMedicine, Marseille, France, june 2014

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    Proceedings de la 3ème édition de la conférence internationale Simbio-M (2014). Organisée conjointement par l'IFSTTAR, Aix-Marseille Université, l'université de Coventry et CADLM, cette conférence se concentre sur les progrès des technologies de simulation dans les domaines des sciences du vivant et multiphysiques: Biomécanique, Biomatériaux et Biomédical. L'objectif de cette conférence est de partager et d'explorer les résultats dans les techniques d'analyse numérique et les outils de modélisation mathématique. Cette approche numérique permet des études prévisionnelles ou exploratoires dans les différents domaines des biosciences

    An Accurate and Dynamic Computer Graphics Muscle Model

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    A computer based musculo-skeletal model was developed at the University in the departments of Mechanical and Biomedical Engineering. This model accurately represents human shoulder kinematics. The result of this model is the graphical display of bones moving through an appropriate range of motion based on inputs of EMGs and external forces. The need existed to incorporate a geometric muscle model in the larger musculo-skeletal model. Previous muscle models did not accurately represent muscle geometries, nor did they account for the kinematics of tendons. This thesis covers the creation of a new muscle model for use in the above musculo-skeletal model. This muscle model was based on anatomical data from the Visible Human Project (VHP) cadaver study. Two-dimensional digital images from the VHP were analyzed and reconstructed to recreate the three-dimensional muscle geometries. The recreated geometries were smoothed, reduced, and sliced to form data files defining the surfaces of each muscle. The muscle modeling function opened these files during run-time and recreated the muscle surface. The modeling function applied constant volume limitations to the muscle and constant geometry limitations to the tendons

    ROBUST DEEP LEARNING METHODS FOR SOLVING INVERSE PROBLEMS IN MEDICAL IMAGING

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    The medical imaging field has a long history of incorporating machine learning algorithms to address inverse problems in image acquisition and analysis. With the impressive successes of deep neural networks on natural images, we seek to answer the obvious question: do these successes also transfer to the medical image domain? The answer may seem straightforward on the surface. Tasks like image-to-image transformation, segmentation, detection, etc., have direct applications for medical images. For example, metal artifact reduction for Computed Tomography (CT) and reconstruction from undersampled k-space signal for Magnetic Resonance (MR) imaging can be formulated as an image-to-image transformation; lesion/tumor detection and segmentation are obvious applications for higher level vision tasks. While these tasks may be similar in formulation, many practical constraints and requirements exist in solving these tasks for medical images. Patient data is highly sensitive and usually only accessible from individual institutions. This creates constraints on the available groundtruth, dataset size, and computational resources in these institutions to train performant models. Due to the mission-critical nature in healthcare applications, requirements such as performance robustness and speed are also stringent. As such, the big-data, dense-computation, supervised learning paradigm in mainstream deep learning is often insufficient to address these situations. In this dissertation, we investigate ways to benefit from the powerful representational capacity of deep neural networks while still satisfying the above-mentioned constraints and requirements. The first part of this dissertation focuses on adapting supervised learning to account for variations such as different medical image modality, image quality, architecture designs, tasks, etc. The second part of this dissertation focuses on improving model robustness on unseen data through domain adaptation, which ameliorates performance degradation due to distribution shifts. The last part of this dissertation focuses on self-supervised learning and learning from synthetic data with a focus in tomographic imaging; this is essential in many situations where the desired groundtruth may not be accessible

    Review of photoacoustic imaging plus X

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    Photoacoustic imaging (PAI) is a novel modality in biomedical imaging technology that combines the rich optical contrast with the deep penetration of ultrasound. To date, PAI technology has found applications in various biomedical fields. In this review, we present an overview of the emerging research frontiers on PAI plus other advanced technologies, named as PAI plus X, which includes but not limited to PAI plus treatment, PAI plus new circuits design, PAI plus accurate positioning system, PAI plus fast scanning systems, PAI plus novel ultrasound sensors, PAI plus advanced laser sources, PAI plus deep learning, and PAI plus other imaging modalities. We will discuss each technology's current state, technical advantages, and prospects for application, reported mostly in recent three years. Lastly, we discuss and summarize the challenges and potential future work in PAI plus X area

    Living Book of Anatomy Project: See your Insides in Motion!

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    International audienceThe complexity of human anatomy makes learning and understanding it a difficult task.We present the Living Book of Anatomy (LBA) project, an augmented reality system for teaching anatomy. Using a Kinect, we superimpose our 3d highly-detailed anatomical model onto the user's color map and we animate it. By showing our work, we hope to have interesting feedback from Emerging Technologies attendees.See more at http://lba.inrialpes.fr
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