223,655 research outputs found

    Outcomes of a virtual-reality simulator-training programme on basic surgical skills in robot-assisted laparoscopic surgery

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    Background The utility of the virtual-reality robotic simulator in training programmes has not been clearly evaluated. Our aim was to evaluate the impact of a virtual-reality robotic simulator-training programme on basic surgical skills. Methods A simulator-training programme in robotic surgery, using the da Vinci Skills Simulator, was evaluated in a population including junior and seasoned surgeons, and non-physicians. Their performances on robotic dots and suturing-skin pod platforms before and after virtual-simulation training were rated anonymously by surgeons experienced in robotics. Results 39 participants were enrolled: 14 medical students and residents in surgery, 14 seasoned surgeons, 11 non-physicians. Junior and seasoned surgeons’ performances on platforms were not significantly improved after virtual-reality robotic simulation in any of the skill domains, in contrast to non-physicians. Conclusions The benefits of virtual-reality simulator training on several tasks to basic skills in robotic surgery were not obvious among surgeons in our initial and early experience with the simulator

    Virtual Reality for Medical Images

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    Masteroppgave i Programutvikling samarbeid med HVLPROG399MAMN-PRO

    Using a disruption framework to analysis the feasibility of Virtual Reality in medical use

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    Virtual reality (VR) technology is considered as one of the next big things in the Internet eld. This technology can be applied in various elds. This thesis studies the feasibility of using VR technology in the medical eld, especially in the medical therapy area. This thesis also discusses the nature of disruptive innovation. The analysis is based on a literature review of virtual reality and a framework called the disruption framework, which is devastated by an important terminology, disruptive innovation. The study uses trend charts and value networks to predict the feasibility of VR in medical therapy. The result shows that the virtual reality technology can cause a disruption in the medical eld, it will a ect the existing value network into the medical eld

    Quick-Time VRTM: when medical education meets virtual reality

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    Learning medicine is a difficult process to undertake, partially due to the complexity of the subject and limitations of traditional methods of teaching (lectures, textbooks, laboratory and anatomical dissections). These resources have been effective for decades, even though presenting intrinsic drawbacks. Textbooks are non-interactive education tools and do not provide any three dimensional experience. Cadaver dissection is an invaluable aid to learn anatomy. It provides an immersive, interactive experience allied with an inimitable tactile feedback. However, it has several limitations, including availability of specimens, costs and a substantial time commitment. Computer based virtual reality methods may overcome these drawbacks and provide interesting alternatives for medical training. Technological advances have generated great expectations for the use of computer-based virtual reality technologies in medical education, mainly anatomy and surgery. However, these Virtual Reality tools for general medical education are expensive due to the equipment necessary to create highly detailed, immersive three-dimensional image environments with real time friendly user interactivity. The concepts of Virtual Reality methods that generate immersive environments, as well as those that create simulated objects with interactive viewing features may be contemplated by the QuickTimeTM which is one of the technologies that can be successfully used for interactive, photorealistic displaying of medical images (radiological, anatomical and histological) and interaction on current generation of personal computers at a low and accessible cost. In this paper, the authors provide an overview of the Quick Time Virtual Reality methods aimingLearning medicine is a difficult process to undertake, partially due to the complexity of the subject and limitations of traditional methods of teaching (lectures, textbooks, laboratory and anatomical dissections). These resources have been effective for decades, even though presenting intrinsic drawbacks. Textbooks are non-interactive education tools and do not provide any three dimensional experience. Cadaver dissection is an invaluable aid to learn anatomy. It provides an immersive, interactive experience allied with an inimitable tactile feedback. However, it has several limitations, including availability of specimens, costs and a substantial time commitment. Computer based virtual reality methods may overcome these drawbacks and provide interesting alternatives for medical training. Technological advances have generated great expectations for the use of computer-based virtual reality technologies in medical education, mainly anatomy and surgery. However, these Virtual Reality tools for general medical education are expensive due to the equipment necessary to create highly detailed, immersive three-dimensional image environments with real time friendly user interactivity. The concepts of Virtual Reality methods that generate immersive environments, as well as those that create simulated objects with interactive viewing features may be contemplated by the QuickTimeTM which is one of the technologies that can be successfully used for interactive, photorealistic displaying of medical images (radiological, anatomical and histological) and interaction on current generation of personal computers at a low and accessible cost. In this paper, the authors provide an overview of the Quick Time Virtual Reality methods aiming to introduce them to medical educators and illustrate their application on medical training

    NextMed, Augmented and Virtual Reality platform for 3D medical imaging visualization

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    The visualization of the radiological results with more advanced techniques than the current ones, such as Augmented Reality and Virtual Reality technologies, represent a great advance for medical professionals, by eliminating their imagination capacity as an indispensable requirement for the understanding of medical images. The problem is that for its application it is necessary to segment the anatomical areas of interest, and this currently involves the intervention of the human being. The Nextmed project is presented as a complete solution that includes DICOM images import, automatic segmentation of certain anatomical structures, 3D mesh generation of the segmented area, visualization engine with Augmented Reality and Virtual Reality, all thanks to different software platforms that have been implemented and detailed, including results obtained from real patients. We will focus on the visualization platform using both Augmented and Virtual Reality technologies to allow medical professionals to work with 3d model representation of medical images in a different way taking advantage of new technologies

    Counseling students’ experiences viewing virtual reality case studies

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    Virtual reality is a technological medium that provides a three-dimensional interactive environment where individuals become immersed and, in some cases, can manipulate the environment. This technology shows promise in its application with simulated educational experiences. Most of the application in the literature has been with medical training programs that have attempted to use virtual reality for simulated patient-medical professional interactions. Research is lacking on the potential application of virtual reality with counselor training. We applied virtual reality technology with counseling students at different points in their training program where they were exposed to virtual counseling situations. The participants of this phenomenological study indicated that simulated counseling situations felt more authentic than traditional role-plays and encouraged its use early in counselor training programs. Future applicability in counselor training, limitations, and research recommendations are discusse
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