8,379 research outputs found

    AISR Connections, Fall 2007 (2007-2008 Orientation Issue)

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    A virtual world of paleontology

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    Computer-aided visualization and analysis of fossils has revolutionized the study of extinct organisms. Novel techniques allow fossils to be characterized in three dimensions and in unprecedented detail. This has enabled paleontologists to gain important insights into their anatomy, development, and preservation. New protocols allow more objective reconstructions of fossil organisms, including soft tissues, from incomplete remains. The resulting digital reconstructions can be used in functional analyses, rigorously testing long-standing hypotheses regarding the paleobiology of extinct organisms. These approaches are transforming our understanding of long-studied fossil groups, and of the narratives of organismal and ecological evolution that have been built upon them

    Real-time Medical Visualization of Human Head and Neck Anatomy and its Applications for Dental Training and Simulation

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    The Digital Design Studio and NHS Education Scotland have developed ultra-high definition real-time interactive 3D anatomy of the head and neck for dental teaching, training and simulation purposes. In this paper we present an established workflow using state-of-the-art 3D laser scanning technology and software for design and construction of medical data and describe the workflow practices and protocols in the head and neck anatomy project. Anatomical data was acquired through topographical laser scanning of a destructively dissected cadaver. Each stage of model development was clinically validated to produce a normalised human dataset which was transformed into a real-time environment capable of large-scale 3D stereoscopic display in medical teaching labs across Scotland, whilst also supporting single users with laptops and PC. Specific functionality supported within the 3D Head and Neck viewer includes anatomical labelling, guillotine tools and selection tools to expand specific local regions of anatomy. The software environment allows thorough and meaningful investigation to take place of all major and minor anatomical structures and systems whilst providing the user with the means to record sessions and individual scenes for learning and training purposes. The model and software have also been adapted to permit interactive haptic simulation of the injection of a local anesthetic

    Different Techniques of Creating Bone Digital 3D Models from Natural Specimens

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    Publisher Copyright: © 2022 by the authors.The choice of technique for the creation of a 3D digital human bone model from natural specimens has a critical impact on the final result and usability of the obtained model. The cornerstone factor in 3D modeling is the number of faces of polygon mesh, along with topological accuracy, as well as resolution and level of detail of the texture map. Three different techniques (3D scanning, photogrammetry, and micro-computed tomography) have been used to create a digital 3D model of the human zygomatic bone. As implementation and use of 3D models can be divided into three main categories—visualization, simulation, and physical replication to obtain a functioning model (implant or prothesis)—the obtained models have been evaluated by the density and topological accuracy of the polygonal mesh, as well as by visual appearance by inspecting the obtained texture map. The obtained data indicate that for biomedical applications and computer biomechanical simulation the most appropriate technique of 3D model obtainment is micro-computed tomography, in its turn for visualization and educational purposes, the photogrammetry technique is a more preferable choice.publishersversionPeer reviewe

    Creation of a Virtual Atlas of Neuroanatomy and Neurosurgical Techniques Using 3D Scanning Techniques

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    Neuroanatomy is one of the most challenging and fascinating topics within the human anatomy, due to the complexity and interconnection of the entire nervous system. The gold standard for learning neurosurgical anatomy is cadaveric dissections. Nevertheless, it has a high cost (needs of a laboratory, acquisition of cadavers, and fixation), is time-consuming, and is limited by sociocultural restrictions. Due to these disadvantages, other tools have been investigated to improve neuroanatomy learning. Three-dimensional modalities have gradually begun to supplement traditional 2-dimensional representations of dissections and illustrations. Volumetric models (VM) are the new frontier for neurosurgical education and training. Different workflows have been described to create these VMs -photogrammetry (PGM) and structured light scanning (SLS). In this study, we aimed to describe and use the currently available 3D scanning techniques to create a virtual atlas of neurosurgical anatomy. Dissections on post-mortem human heads and brains were performed at the skull base laboratories of Stanford University - NeuroTraIn Center and the University of California, San Francisco - SBCVL (skull base and cerebrovascular laboratory). Then VMs were created following either SLS or PGM workflow. Fiber tract reconstructions were also generated from DICOM using DSI-studio and incorporated into VMs from dissections. Moreover, common creative license materials models were used to simplify the understanding of the specific anatomical region. Both methods yielded VMs with suitable clarity and structural integrity for anatomical education, surgical illustration, and procedural simulation. We described the roadmap of SLS and PGM for creating volumetric models, including the required equipment and software. We have also provided step-by-step procedures on how users can post-processing and refine these images according to their specifications. The VMs generated were used for several publications, to describe the step-by-step of a specific neurosurgical approach and to enhance the understanding of an anatomical region and its function. These models were used in neuroanatomical education and research (workshops and publications). VMs offer a new, immersive, and innovative way to accurately visualize neuroanatomy. Given the straightforward workflow, the presently described techniques may serve as a reference point for an entirely new way of capturing and depicting neuroanatomy and offer new opportunities for the application of VMs in education, simulation, and surgical planning. The virtual atlas, divided into specific areas concerning different neurosurgical approaches (such as skull base, cortex and fiber tracts, and spine operative anatomy), will increase the viewer's understanding of neurosurgical anatomy. The described atlas is the first surgical collection of VMs from cadaveric dissections available in the medical field and could be a used as reference for future creation of analogous collection in the different medical subspeciality.La neuroanatomia è, grazie alle intricate connessioni che caratterizzano il sistema nervoso e alla sua affascinante complessità, una delle discipline più stimolanti della anatomia umana. Nonostante il gold standard per l’apprendimento dell’anatomia neurochirurgica sia ancora rappresentato dalle dissezioni cadaveriche, l’accessibilità a queste ultime rimane limitata, a causa della loro dispendiosità in termini di tempo e costi (necessità di un laboratorio, acquisizione di cadaveri e fissazione), e alle restrizioni socioculturali per la donazione di cadaveri. Al fine di far fronte a questi impedimenti, e con lo scopo di garantire su larga scala l’apprendimento tridimensionale della neuroanatomia, nel corso degli anni sono stati sviluppati nuovi strumenti e tecnologie. Le tradizionali rappresentazioni anatomiche bidimensionali sono state gradualmente sostituite dalle modalità 3-dimensionali (3D) – foto e video. Tra questi ultimi, i modelli volumetrici (VM) rappresentano la nuova frontiera per l'istruzione e la formazione neurochirurgica. Diversi metodi per creare questi VM sono stati descritti, tra cui la fotogrammetria (PGM) e la scansione a luce strutturata (SLS). Questo studio descrive l’utilizzo delle diverse tecniche di scansione 3D grazie alle quali è stato creato un atlante virtuale di anatomia neurochirurgica. Le dissezioni su teste e cervelli post-mortem sono state eseguite presso i laboratori di base cranica di Stanford University -NeuroTraIn Center e dell'Università della California, San Francisco - SBCVL. I VM dalle dissezioni sono stati creati seguendo i metodi di SLS e/o PGM. Modelli di fibra bianca sono stati generate utilizzando DICOM con il software DSI-studio e incorporati ai VM di dissezioni anatomiche. Inoltre, sono stati utilizzati VM tratti da common creative license material (materiale con licenze creative comuni) al fine di semplificare la comprensione di alcune regioni anatomiche. I VM generati con entrambi i metodi sono risultati adeguati, sia in termini di chiarezza che di integrità strutturale, per l’educazione anatomica, l’illustrazione medica e la simulazione chirurgica. Nel nostro lavoro sono stati esaustivamente descritti tutti gli step necessari, di entrambe le tecniche (SLS e PGM), per la creazione di VM, compresi le apparecchiature e i software utilizzati. Sono state inoltre descritte le tecniche di post-elaborazione e perfezionamento dei VM da poter utilizzare in base alle necessità richieste. I VM generati durante la realizzazione del nostro lavoro sono stati utilizzati per molteplici pubblicazioni, nella descrizione step-by-step di uno specifico approccio neurochirurgico o per migliorare la comprensione di una regione anatomica e della sua funzione. Questi modelli sono stati utilizzati a scopo didattico per la formazione neuroanatomica di studenti di medicina, specializzandi e giovani neurochirurghi. I VM offrono un modo nuovo, coinvolgente e innovativo con cui poter raggiungere un’accurata conoscenza tridimensionale della neuroanatomia. La metodologia delle due tecniche descritte può servire come punto di riferimento per un nuovo modo di acquisizione e rappresentazione della neuroanatomia, ed offrire nuove opportunità di utilizzo dei VM nella formazione didattica, nella simulazione e nella pianificazione chirurgica. L'atlante virtuale qui descritto, suddiviso in aree specifiche relative a diversi approcci neurochirurgici, aumenterà la comprensione dell'anatomia neurochirurgica da parte dello spettatore. Questa è la prima raccolta chirurgica di VM da dissezioni anatomiche disponibile in ambito medico e potrebbe essere utilizzato come riferimento per la futura creazione di analoga raccolta nelle diverse sotto specialità mediche

    Real-time Medical Visualization of Human Head and Neck Anatomy and its Applications for Dental Training and Simulation

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    The Digital Design Studio and NHS Education Scotland have developed ultra-high definition real-time interactive 3D anatomy of the head and neck for dental teaching, training and simulation purposes. In this paper we present an established workflow using state-of-the-art 3D laser scanning technology and software for design and construction of medical data and describe the workflow practices and protocols in the head and neck anatomy project. Anatomical data was acquired through topographical laser scanning of a destructively dissected cadaver. Each stage of model development was clinically validated to produce a normalised human dataset which was transformed into a real-time environment capable of large-scale 3D stereoscopic display in medical teaching labs across Scotland, whilst also supporting single users with laptops and PC. Specific functionality supported within the 3D Head and Neck viewer includes anatomical labelling, guillotine tools and selection tools to expand specific local regions of anatomy. The software environment allows thorough and meaningful investigation to take place of all major and minor anatomical structures and systems whilst providing the user with the means to record sessions and individual scenes for learning and training purposes. The model and software have also been adapted to permit interactive haptic simulation of the injection of a local anaesthetic

    Proof of concept of a workflow methodology for the creation of basic canine head anatomy veterinary education tool using augmented reality

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    Neuroanatomy can be challenging to both teach and learn within the undergraduate veterinary medicine and surgery curriculum. Traditional techniques have been used for many years, but there has now been a progression to move towards alternative digital models and interactive 3D models to engage the learner. However, digital innovations in the curriculum have typically involved the medical curriculum rather than the veterinary curriculum. Therefore, we aimed to create a simple workflow methodology to highlight the simplicity there is in creating a mobile augmented reality application of basic canine head anatomy. Using canine CT and MRI scans and widely available software programs, we demonstrate how to create an interactive model of head anatomy. This was applied to augmented reality for a popular Android mobile device to demonstrate the user-friendly interface. Here we present the processes, challenges and resolutions for the creation of a highly accurate, data based anatomical model that could potentially be used in the veterinary curriculum. This proof of concept study provides an excellent framework for the creation of augmented reality training products for veterinary education. The lack of similar resources within this field provides the ideal platform to extend this into other areas of veterinary education and beyond
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