60 research outputs found

    Modelling Rod-like Flexible Biological Tissues for Medical Training

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    This paper outlines a framework for the modelling of slender rod-like biological tissue structures in both global and local scales. Volumetric discretization of a rod-like structure is expensive in computation and therefore is not ideal for applications where real-time performance is essential. In our approach, the Cosserat rod model is introduced to capture the global shape changes, which models the structure as a one-dimensional entity, while the local deformation is handled separately. In this way a good balance in accuracy and efficiency is achieved. These advantages make our method appropriate for the modelling of soft tissues for medical training applications

    Virtual Baby Visit Going Mobile

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    Applications of Information Technologies (ITs) are increasing in the healthcare domain. ITs have been proven to be a support for the dissemination of knowledge andtraining amongst specialists in the use of computer-aided surgery [2]. The development of new technologies advances care opportunities for patients, e.g., improving patientwell-being by reducing pain through clinical investigation [6]. Recent developments in ITs towards a digital hospital [8] address medical practitioners and patients within thewalls of the hospital. Little attention has been given to crossing these walls, for example, supporting relatives of hospitalized patients. This column presents an example oftraditional boundaries of the hospital disappearing by the use of standard ITs. It explores the potential benefit brought by external system integration in the connecting area of Health Informatics/Telematics

    Can skills assessment on a virtual reality trainer predict a surgical trainee's talent in laparoscopic surgery?

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    Background: A number of studies have investigated several aspects of feasibility and validity of performance assessments with virtual reality surgical simulators. However, the validity of performance assessments is limited by the reliability of such measurements, and some issues of reliability still need to be addressed. This study aimed to evaluate the hypothesis that test subjects show logarithmic performance curves on repetitive trials for a component task of laparoscopic cholecystectomy on a virtual reality simulator, and that interindividual differences in performance after considerable training are significant. According to kinesiologic theory, logarithmic performance curves are expected and an individual's learning capacity for a specific task can be extrapolated, allowing quantification of a person's innate ability to develop task-specific skills. Methods: In this study, 20 medical students at the University of Basel Medical School performed five trials of a standardized task on the LS 500 virtual reality simulator for laparoscopic surgery. Task completion time, number of errors, economy of instrument movements, and maximum speed of instrument movements were measured. Results: The hypothesis was confirmed by the fact that the performance curves for some of the simulator measurements were very close to logarithmic curves, and there were significant interindividual differences in performance at the end of the repetitive trials. Conclusions: Assessment of perceptual motor skills and the innate ability of an individual with no prior experience in laparoscopic surgery to develop such skills using the LS 500 VR surgical simulator is feasible and reliabl

    Assessment of Intraoperative Liver Deformation During Hepatic Resection: Prospective Clinical Study

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    Background: The implementation of intraoperative navigation in liver surgery is handicapped by intraoperative organ shift, tissue deformation, the absence of external landmarks, and anatomical differences in the vascular tree. To investigate the impact of surgical manipulation on the liver surface and intrahepatic structures, we conducted a prospective clinical trial. Methods: Eleven consecutive patients [4 female and 7 male, median age=67years (range=54-80)] with malignant liver disease [colorectal metastasis (n=9) and hepatocellular cancer (n=2)] underwent hepatic resection. Pre- and intraoperatively, all patients were studied by CT-based 3D imaging and assessed for the potential value of computer-assisted planning. The degree of liver deformation was demonstrated by comparing pre- and intraoperative imaging. Results: Intraoperative CT imaging was successful in all patients. We found significant deformation of the liver. The deformation of the segmental structures is reflected by the observed variation of the displacements. There is no rigid alignment of the pre- and intraoperative organ positions due to overall deflection of the liver. Locally, a rigid alignment of the anatomical structure can be achieved with less than 0.5cm discrepancy relative to a segmental unit of the liver. Changes in total liver volume range from −13 to +24%, with an average absolute difference of 7%. Conclusions: These findings are fundamental for further development and optimization of intraoperative navigation in liver surgery. In particular, these data will play an important role in developing automation of intraoperative continuous registration. This automation compensates for liver shift during surgery and permits real-time 3D visualization of navigation imagin

    Investigating the Role of an Interactive Simulation Model on the Ability to Visualize Concepts Related to Gross Anatomy

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    Currently many different types of visual aids are available for teaching and studying gross anatomy: illustrations, cadavers, static physical models, plastinated models, and dissection videos are a few examples. These visual aids may be used to identify structures and, in some cases, to facilitate understanding of the spatial relationships amongst structures. However, knowing the identity and location of a structure is only a portion of the content that should be mastered in a gross anatomy course. A knowledge of the basic functions of structures is crucial to understanding anatomy and is often only explained verbally or in text. One major function that current teaching and learning tools leave to the imagination is that of skeletal muscle – the concept of movement. One possible solution to address this oversight is the creation of a kinetic, interactive model that demonstrates movement. In order to create the optimum teaching and learning tool, creation of this type of model should incorporate aspects of many different disciplines and should facilitate student learning by providing engaging and intuitive interaction. To demonstrate the effects on incorporating such a tool into anatomy education, a physical based interactive kinetic simulation model of the canine pelvic limb was constructed. Undergraduate students enrolled in the Biomedical Anatomy course at Texas A&M University were separated into two groups based on their lab section, one of which was allowed to use the model while the other was not. Positive student feedback as well as improved quiz scores show that the interactive simulation model had a positive effect on student comprehension in anatomy education

    Serious games based on virtual reality in medical education

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    A evolução tecnológica tem permitido utilizar novas abordagens no processo de ensino-aprendizagem. Os serious games se relacionam com uma categoria especial de jogos, voltados a conteúdos e finalidades específicos, nos quais o jogador utiliza seus conhecimentos para resolver problemas, conhecer novas problemáticas e treinar tarefas. Uma das tecnologias propícias à construção de serious games é a Realidade Virtual, que oferece ambientes computacionais tridimensionais com formas avançadas de interação capazes de prover maior motivação ao processo de aprendizagem. No contexto da educação médica, tais aplicações apresentam um nicho ainda pouco explorado, se observados sua relevância e impactos na sociedade. Este artigo apresenta os serious games baseados em Realidade Virtual como uma proposta para o ensino de conteúdos específicos da área médica. Para isso, categoriza-os e apresenta o que tem sido desenvolvido nos últimos anos, seus componentes, características de desenvolvimento e suas potencialidades como oportunidades de pesquisa, desenvolvimento e negócios.Technological innovations have allowed new approaches in educational processes. "Serious games" are a particular category of games and content devoted to specific purposes, in which players use their knowledge to solve problems, learn new issues, and train tasks. One of the technologies for developing serious games is virtual reality, which offers 3D computer environments with advanced interaction capable of providing high levels of motivation in the learning process. In the context of medical education, such applications present a niche that has received relatively little attention, considering their relevance and potential impact on society. This article presents serious games based on virtual reality as a proposal for teaching specific contents in the medical field. The article categorizes such games and discusses how they have been developed in recent years, their components, characteristics of development, and potential and opportunities for research, development, and business
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