23 research outputs found

    A surgical virtual environment for navigating experience.

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    A computer generated pre-surgical planning and teaching environment is proposed for training and evaluating novice surgeons. Although this environment is generic and can be put into practice in any medical specialisation where such 3D imaging techniques are in use, in this project we specifically focus on vascular surgery. This environment will be developed as part of the DIME project (Distributed Interactive Medical Exploratory). We are building this Virtual Environment (VE) using a new navigational metaphor, which includes modelling the learning process, rather than the operating room

    Subjects taught in VR

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    Open surgery in VR: Inguinal hernia repair according to Lichtenstein

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    VREST (Virtual Reality Educational Surgical Tools) is developing a universal and\ud autonomous simulation platform which can be used for training and assessment of\ud medical students and for continuing education of physicians. A workstation\ud consisting of two haptic devices and a 3D vision system is part of the VREST\ud platform. Another part of the platform is a generic software environment in which lessons can be built by the teacher and performed by their students. Using the platform one can see, feel and decide as in reality. With the assessment tool the progress and skills of the students can be supervised. The first lesson build on the VREST platform is an inguinal hernia repair according to Lichtenstein. This is an open surgery procedure. The VREST platform is used prior to the first operating room surgery of the resident. Interactive models and case dependant feedback is used to enlarge the residents’ cognition. This should reduce the training time in the operating room

    Validation of open-surgery VR trainer

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    VREST (Virtual Reality Educational Surgical Tools) is developing a universal and\ud autonomous simulation platform which can be used for training and assessment of\ud medical students and for continuing education of physicians. With the VREST -\ud Virtual Lichtenstein Trainer, simulating the open surgery procedure of the inguinal hernia repair according to Lichtenstein, the validation of the simulator is ongoing. Part of this trajectory is the evaluation of the transfer of training of the virtual incision making. One group of students trained incision making on the VREST platform where the control group did not. In an experiment both groups has to perform several incision tasks on a manikin. The results are not available yet but will be presented at the MMVR14 conference

    Cognitieve Ergonomie

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    Cognitieve Ergonomie: het snijvlak van gedrag, cognitie, techniek en virtuele omgevinge

    Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning

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    Contains fulltext : 174219.pdf (publisher's version ) (Open Access)A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F(1) = 5.63 and p = .02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items
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