1,547 research outputs found

    Haptics-based Modeling and Simulation of Micro-Implants Surgery

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    Ph.DDOCTOR OF PHILOSOPH

    08231 Abstracts Collection -- Virtual Realities

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    From 1st to 6th June 2008, the Dagstuhl Seminar 08231 ``Virtual Realities\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. Virtual Reality (VR) is a multidisciplinary area of research aimed at interactive human-computer mediated simulations of artificial environments. Typical applications include simulation, training, scientific visualization, and entertainment. An important aspect of VR-based systems is the stimulation of the human senses -- typically sight, sound, and touch -- such that a user feels a sense of presence (or immersion) in the virtual environment. Different applications require different levels of presence, with corresponding levels of realism, sensory immersion, and spatiotemporal interactive fidelity. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. Links to extended abstracts or full papers are provided, if available

    Research on real-time physics-based deformation for haptic-enabled medical simulation

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    This study developed a multiple effective visuo-haptic surgical engine to handle a variety of surgical manipulations in real-time. Soft tissue models are based on biomechanical experiment and continuum mechanics for greater accuracy. Such models will increase the realism of future training systems and the VR/AR/MR implementations for the operating room

    Virtual Reality Simulator for Training in Myringotomy with Tube Placement

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    Myringotomy refers to a surgical incision in the eardrum, and it is often followed by ventilation tube placement to treat middle-ear infections. The procedure is difficult to learn; hence, the objectives of this work were to develop a virtual-reality training simulator, assess its face and content validity, and implement quantitative performance metrics and assess construct validity. A commercial digital gaming engine (Unity3D) was used to implement the simulator with support for 3D visualization of digital ear models and support for major surgical tasks. A haptic arm co-located with the stereo scene was used to manipulate virtual surgical tools and to provide force feedback. A questionnaire was developed with 14 face validity questions focusing on realism and 6 content validity questions focusing on training potential. Twelve participants from the Department of Otolaryngology were recruited for the study. Responses to 12 of the 14 face validity questions were positive. One concern was with contact modeling related to tube insertion into the eardrum, and the second was with movement of the blade and forceps. The former could be resolved by using a higher resolution digital model for the eardrum to improve contact localization. The latter could be resolved by using a higher fidelity haptic device. With regard to content validity, 64% of the responses were positive, 21% were neutral, and 15% were negative. In the final phase of this work, automated performance metrics were programmed and a construct validity study was conducted with 11 participants: 4 senior Otolaryngology consultants and 7 junior Otolaryngology residents. Each participant performed 10 procedures on the simulator and metrics were automatically collected. Senior Otolaryngologists took significantly less time to completion compared to junior residents. Junior residents had 2.8 times more errors as compared to experienced surgeons. The senior surgeons also had significantly longer incision lengths, more accurate incision angles, and lower magnification keeping both the umbo and annulus in view. All metrics were able to discriminate senior Otolaryngologists from junior residents with a significance of p \u3c 0.002. The simulator has sufficient realism, training potential and performance discrimination ability to warrant a more resource intensive skills transference study

    3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

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    Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered

    Real-time simulation of soft tissue deformation for surgical simulation

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    Surgical simulation plays an important role in the training, planning and evaluation of many surgical procedures. It requires realistic and real-time simulation of soft tissue deformation under interaction with surgical tools. However, it is challenging to satisfy both of these conflicting requirements. On one hand, biological soft tissues are complex in terms of material compositions, structural formations, and mechanical behaviours, resulting in nonlinear deformation characteristics under an external load. Due to the involvement of both material and geometric nonlinearities, the use of nonlinear elasticity causes a highly expensive computational load, leading to the difficulty to achieve the real-time computational performance required by surgical simulation. On the other hand, in order to satisfy the real-time computational requirement, most of the existing methods are mainly based on linear elasticity under the assumptions of small deformation and homogeneity to describe deformation of soft tissues. Such simplifications allow reduced runtime computation; however, they are inadequate for modelling nonlinear material properties such as anisotropy, heterogeneity and large deformation of soft tissues. In general, the two conflicting requirements of surgical simulation raise immense complexity in modelling of soft tissue deformation. This thesis focuses on establishment of new methodologies for modelling of soft tissue deformation for surgical simulation. Due to geometric and material nonlinearities in soft tissue deformation, the existing methods have only limited capabilities in achieving nonlinear soft tissue deformation in real-time. In this thesis, the main focus is devoted to the real-time and realistic modelling of nonlinear soft tissue deformation for surgical simulation. New methodologies, namely new ChainMail algorithms, energy propagation method, and energy balance method, are proposed to address soft tissue deformation. Results demonstrate that the proposed methods can simulate the typical soft tissue mechanical properties, accommodate isotropic and homogeneous, anisotropic and heterogeneous materials, handle incompressibility and viscoelastic behaviours, conserve system energy, and achieve realistic, real-time and stable deformation. In the future, it is projected to extend the proposed methodologies to handle surgical operations, such as cutting, joining and suturing, for topology changes occurred in surgical simulation

    The integration of rapid prototyping within industrial design practice

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    Three-dimensional appearance models represent an essential outcome of industrial design practice, facilitating the origination, evaluation and specification of exterior form. As manufacturers face increasing pressure to reduce time scales for new product development, the production of such models using conventional fabrication techniques must be appraised. As a means of economically translating digital geometry into one-off components, rapid prototyping has the potential to contribute towards a reduction in lead times for the production of appearance models. The objective of this research is to propose a methodological approach for the effective integration of rapid prototyping within industrial design practice. The field and practice of industrial design is defined, the technology of rapid prototyping discussed, and their integration proposed through a draft computer-aided industrial design/rapid prototyping (CAID/RP) methodological approach. This is exposed to practitioner feedback, modified, and employed as a revised CAID/RP methodological approach during the industrial design of a nylon line trimmer. The product outcome is used to compare and contrast the production of an appearance model via rapid prototyping, an appearance prototype via rapid prototyping, and an appearance model via conventional fabrication techniques. Two issues arise from the use of the revised CAID/RP methodological approach: the production of stl files and the lack of physical interaction with product form. In addition, the emergence of rapid prototype sketch modelling systems following the line trimmer case study provides an opportunity for further enhancement. A strategy for the resolution of these issues is proposed, and their effectiveness evaluated through additional case studies. The resulting CAID/RP methodological approach is subject to validation through practitioner interviews and a normalised rating/weighting method. The positive feedback acknowledges the significance of the CAID/RP methodological approach through a reduction in product development lead times and enhancement of professional practice. The project makes a contribution to new knowledge and understanding in the area of professional practice through the definition and validation of operational paradigmatic change

    Haptics Rendering and Applications

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    There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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