1,620 research outputs found

    Metrics for Evaluating Surgical Microscope Usage During Myringotomy

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    Abstract Although teaching and learning surgical microscope manoeuvring is a fundamental step in middle ear surgical training, currently there is no objective method to teach or assess this skill. This thesis presents an experimental study designed to implement and test sets of metrics capable of numerically evaluating microscope manoeuvrability and qualitatively assessing surgical expertise of a subject during a middle ear surgery called myringotomy. The experiment involved performing a myringotomy on a fixed cadaveric ear. As participants, experienced ear-nose-throat (ENT) surgeons and ENT surgical residents were invited. While performing the procedure, their microscope manoeuvring motions were captured as translational and angular coordinates using an optical tracker. These data were analyzed in terms of motion path length, velocity, acceleration, jitter, manoeuvring volume, smoothness, rotation and time. Participants’ hand motion, body posture and microscopic view were also video recorded to qualitatively assess their surgical expertise. Several metrics were statistically identified as discriminatory. These metrics will be incorporated into a myringotomy surgical simulator to train ENT residents

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications

    Haptic feedback in eye typing

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    Proper feedback is essential in gaze based interfaces, where the same modality is used for both perception and control. We measured how vibrotactile feedback, a form of haptic feedback, compares with the commonly used visual and auditory feedback in eye typing. Haptic feedback was found to produce results that are close to those of auditory feedback; both were easy to perceive and participants liked both the auditory ”click” and the tactile “tap” of the selected key. Implementation details (such as the placement of the haptic actuator) were also found important

    Collaborative Gaze Channelling for Improved Cooperation During Robotic Assisted Surgery

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    The use of multiple robots for performing complex tasks is becoming a common practice for many robot applications. When different operators are involved, effective cooperation with anticipated manoeuvres is important for seamless, synergistic control of all the end-effectors. In this paper, the concept of Collaborative Gaze Channelling (CGC) is presented for improved control of surgical robots for a shared task. Through eye tracking, the fixations of each operator are monitored and presented in a shared surgical workspace. CGC permits remote or physically separated collaborators to share their intention by visualising the eye gaze of their counterparts, and thus recovers, to a certain extent, the information of mutual intent that we rely upon in a vis-à-vis working setting. In this study, the efficiency of surgical manipulation with and without CGC for controlling a pair of bimanual surgical robots is evaluated by analysing the level of coordination of two independent operators. Fitts' law is used to compare the quality of movement with or without CGC. A total of 40 subjects have been recruited for this study and the results show that the proposed CGC framework exhibits significant improvement (p<0.05) on all the motion indices used for quality assessment. This study demonstrates that visual guidance is an implicit yet effective way of communication during collaborative tasks for robotic surgery. Detailed experimental validation results demonstrate the potential clinical value of the proposed CGC framework. © 2012 Biomedical Engineering Society.link_to_subscribed_fulltex

    A comprehensive calibration and registration procedure for the Visual Haptic Workbench

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    Usability of immersive virtual reality input devices

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    This research conducts a usability analysis of human interface devices within an Immersive Virtual Reality Environment. The analysis is carried out for two different interface devices, a commercially available Intersense © Wand and a home built pinch glove and wireless receiver. Users were asked to carry out a series of minor tasks involving placement of shaped blocks into corresponding holes within an Immersive Virtual Reality Environment. Performance was evaluated in terms of speed, accuracy and precision via the collection of completion times, errors made and the precision of motion during the experiment

    Development of an intelligent object for grasp and manipulation research

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    KÔiva R, Haschke R, Ritter H. Development of an intelligent object for grasp and manipulation research. Presented at the ICAR 2011, Tallinn, Estonia.In this paper we introduce a novel device, called iObject, which is equipped with tactile and motion tracking sensors that allow for the evaluation of human and robot grasping and manipulation actions. Contact location and contact force, object acceleration in space (6D) and orientation relative to the earth (3D magnetometer) are measured and transmitted wirelessly over a Bluetooth connection. By allowing human-human, human-robot and robot-robot comparisons to be made, iObject is a versatile tool for studying manual interaction. To demonstrate the efficiency and flexibility of iObject for the study of bimanual interactions, we report on a physiological experiment and evaluate the main parameters of the considered dual-handed manipulation task

    How to Build an Embodiment Lab: Achieving Body Representation Illusions in Virtual Reality

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    Advances in computer graphics algorithms and virtual reality (VR) systems, together with the reduction in cost of associated equipment, have led scientists to consider VR as a useful tool for conducting experimental studies in fields such as neuroscience and experimental psychology. In particular virtual body ownership, where the feeling of ownership over a virtual body is elicited in the participant, has become a useful tool in the study of body representation, in cognitive neuroscience and psychology, concerned with how the brain represents the body. Although VR has been shown to be a useful tool for exploring body ownership illusions, integrating the various technologies necessary for such a system can be daunting. In this paper we discuss the technical infrastructure necessary to achieve virtual embodiment. We describe a basic VR system and how it may be used for this purpose, and then extend this system with the introduction of real-time motion capture, a simple haptics system and the integration of physiological and brain electrical activity recordings
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