3 research outputs found

    Spatially aware mobile interface for 3D visualization and interactive surgery planning

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    While medical images are fundamental in the surgery planning procedure, the process of analysis of such images slice-by-slice is still tedious and inefficient. In this work we introduce a system for exploration of the internal anatomy structures directly on the surface of the real body using a mobile display device as a window to the interior of the patient’s body. The method is based on volume visualization of standard computed tomography datasets and augmented reality for interactive visualization of the generated volume. It supports our liver surgery planner method in the analysis of the segmented liver and in the color classification of the vessels. We present a set of experiments showing the system’s ability to operate on mobile devices. Quantitative performance results are detailed, and applications in teaching anatomy and doctor-patient communication are discusse

    Spatially aware mobile interface for 3D visualization and interactive surgery planning

    No full text

    Embodiment Sensitivity to Movement Distortion and Perspective Taking in Virtual Reality

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    Despite recent technological improvements of immersive technologies, Virtual Reality suffers from severe intrinsic limitations, in particular the immateriality of the visible 3D environment. Typically, any simulation and manipulation in a cluttered environment would ideally require providing feedback of collisions to every body parts (arms, legs, trunk, etc.) and not only to the hands as has been originally explored with haptic feedback. This thesis addresses these limitations by relying on a cross modal perception and cognitive approach instead of haptic or force feedback. We base our design on scientific knowledge of bodily self-consciousness and embodiment. It is known that the instantaneous experience of embodiment emerges from the coherent multisensory integration of bodily signals taking place in the brain, and that altering this mechanism can temporarily change how one perceives properties of their own body. This mechanism is at stake during a VR simulation, and this thesis explores the new venues of interaction design based on these fundamental scientific findings about the embodied self. In particular, we explore the use of third person perspective (3PP) instead of permanently offering the traditional first person perspective (1PP), and we manipulate the user-avatar motor mapping to achieve a broader range of interactions while maintaining embodiment. We are guided by two principles, to explore the extent to which we can enhance VR interaction through the manipulation of bodily aspects, and to identify the extent to which a given manipulation affects the embodiment of a virtual body. Our results provide new evidence supporting strong embodiment of a virtual body even when viewed from 3PP, and in particular that voluntarily alternating point of view between 1PP and 3PP is not detrimental to the experience of ownership over the virtual body. Moreover, detailed analysis of movement quality show highly similar reaching behavior in both perspective conditions, and only obvious advantages or disadvantages of each perspective depending on the situation (e.g. occlusion of target by the body in 3PP, limited field of view in 1PP). We also show that subjects are insensitive to visuo-proprioceptive movement distortions when the nature of the distortion was not made explicit, and that subjects are biased toward self-attributing distorted movements that make the task easier
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