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1.
J Digit Imaging ; 30(4): 519-527, 2017 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-28616636

RESUMEN

The Sensimmer platform represents our ongoing research on simultaneous haptics and graphics rendering of 3D models. For simulation of medical and surgical procedures using Sensimmer, 3D models must be obtained from medical imaging data, such as magnetic resonance imaging (MRI) or computed tomography (CT). Image segmentation techniques are used to determine the anatomies of interest from the images. 3D models are obtained from segmentation and their triangle reduction is required for graphics and haptics rendering. This paper focuses on creating 3D models by automating the segmentation of CT images based on the pixel contrast for integrating the interface between Sensimmer and medical imaging devices, using the volumetric approach, Hough transform method, and manual centering method. Hence, automating the process has reduced the segmentation time by 56.35% while maintaining the same accuracy of the output at ±2 voxels.


Asunto(s)
Aorta/diagnóstico por imagen , Eficiencia , Imagenología Tridimensional/métodos , Disco Intervertebral/diagnóstico por imagen , Tomografía Computarizada por Rayos X/métodos , Algoritmos , Conjuntos de Datos como Asunto , Humanos , Imagen por Resonancia Magnética
2.
J Surg Educ ; 72(6): 1165-71, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-26153114

RESUMEN

OBJECTIVE: Manual skill is an important attribute for any surgeon. Current methods to evaluate sensory-motor skills in neurosurgical residency applicants are limited. We aim to develop an objective multifaceted measure of sensory-motor skills using a virtual reality surgical simulator. DESIGN: A set of 3 tests of sensory-motor function was performed using a 3-dimensional surgical simulator with head and arm tracking, collocalization, and haptic feedback. (1) Trajectory planning: virtual reality drilling of a pedicle. Entry point, target point, and trajectory were scored-evaluating spatial memory and orientation. (2) Motor planning: sequence, timing, and precision: hemostasis in a postresection cavity in the brain. (3) Haptic perception: touching virtual spheres to determine which is softest of the group, with progressive difficulty. Results were analyzed individually and for a combined score of all the tasks. SETTING: The University of Chicago Hospital's tertiary care academic center. PARTICIPANTS: A total of 95 consecutive applicants interviewed at a neurosurgery residency program over 2 years were offered anonymous participation in the study; in 2 cohorts, 36 participants in year 1 and 27 participants in year 2 (validation cohort) agreed and completed all the tasks. We also tested 10 first-year medical students and 4 first- and second-year neurosurgery residents. RESULTS: A cumulative score was generated from the 3 tests. The mean score was 14.47 (standard deviation = 4.37), median score was 13.42, best score was 8.41, and worst score was 30.26. Separate analysis of applicants from each of 2 years yielded nearly identical results. Residents tended to cluster on the better performance side, and first-year students were not different from applicants. CONCLUSIONS: (1) Our cumulative score measures sensory-motor skills in an objective and reproducible way. (2) Better performance by residents hints at validity for neurosurgery. (3) We were able to demonstrate good psychometric qualities and generate a proposed sensory-motor quotient distribution in our tested population.


Asunto(s)
Competencia Clínica , Simulación por Computador , Instrucción por Computador , Destreza Motora , Neurocirugia/educación , Desempeño Psicomotor , Criterios de Admisión Escolar , Humanos
3.
Neurol Res ; 36(12): 1035-9, 2014 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-24984771

RESUMEN

OBJECTIVE: To determine if a computer-based simulation with haptic technology can help surgical trainees improve tactile discrimination using surgical instruments. MATERIAL AND METHODS: Twenty junior medical students participated in the study and were randomized into two groups. Subjects in Group A participated in virtual simulation training using the ImmersiveTouch simulator (ImmersiveTouch, Inc., Chicago, IL, USA) that required differentiating the firmness of virtual spheres using tactile and kinesthetic sensation via haptic technology. Subjects in Group B did not undergo any training. With their visual fields obscured, subjects in both groups were then evaluated on their ability to use the suction and bipolar instruments to find six elastothane objects with areas ranging from 1.5 to 3.5 cm2 embedded in a urethane foam brain cavity model while relying on tactile and kinesthetic sensation only. RESULTS: A total of 73.3% of the subjects in Group A (simulation training) were able to find the brain cavity objects in comparison to 53.3% of the subjects in Group B (no training) (P  =  0.0183). There was a statistically significant difference in the total number of Group A subjects able to find smaller brain cavity objects (size ≤ 2.5 cm2) compared to that in Group B (72.5 vs. 40%, P  =  0.0032). On the other hand, no significant difference in the number of subjects able to detect larger objects (size ≧ 3 cm2) was found between Groups A and B (75 vs. 80%, P  =  0.7747). CONCLUSION: Virtual computer-based simulators with integrated haptic technology may improve tactile discrimination required for microsurgical technique.


Asunto(s)
Simulación por Computador , Neurocirugia/educación , Humanos , Tacto , Interfaz Usuario-Computador
4.
Neurol Res ; 36(11): 968-73, 2014 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-24846707

RESUMEN

OBJECTIVE: This study explores the usefulness of virtual simulation training for learning to place pedicle screws in the lumbar spine. METHODS: Twenty-six senior medical students anonymously participated and were randomized into two groups (A = no simulation; B = simulation). Both groups were given 15 minutes to place two pedicle screws in a sawbones model. Students in Group A underwent traditional visual/verbal instruction whereas students in Group B underwent training on pedicle screw placement in the ImmersiveTouch simulator. The students in both groups then placed two pedicle screws each in a lumbar sawbones models that underwent triplanar thin slice computerized tomography and subsequent analysis based on coronal entry point, axial and sagittal deviations, length error, and pedicle breach. The average number of errors per screw was calculated for each group. Semi-parametric regression analysis for clustered data was used with generalized estimating equations accommodating a negative binomial distribution to determine any statistical difference of significance. RESULTS: A total of 52 pedicle screws were analyzed. The reduction in the average number of errors per screw after a single session of simulation training was 53.7% (P  =  0.0067). The average number of errors per screw in the simulation group was 0.96 versus 2.08 in the non-simulation group. The simulation group outperformed the non-simulation group in all variables measured. The three most benefited measured variables were length error (86.7%), coronal error (71.4%), and pedicle breach (66.7%). CONCLUSIONS: Computer-based simulation appears to be a valuable teaching tool for non-experts in a highly technical procedural task such as pedicle screw placement that involves sequential learning, depth perception, and understanding triplanar anatomy.


Asunto(s)
Simulación por Computador , Neurocirugia/educación , Médula Espinal/cirugía , Interfaz Usuario-Computador , Humanos , Análisis y Desempeño de Tareas
5.
Clin Ophthalmol ; 8: 669-72, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24729681

RESUMEN

Operative practice using surgical simulators has become a part of training in many surgical specialties, including ophthalmology. We introduce a virtual reality retina surgery simulator capable of integrating optical coherence tomography (OCT) scans from real patients for practicing vitreoretinal surgery using different pathologic scenarios.

6.
Br J Ophthalmol ; 98(2): 154-8, 2014 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-24158838

RESUMEN

BACKGROUND: Virtual simulators have been widely implemented in medical and surgical training, including ophthalmology. The increasing number of published articles in this field mandates a review of the available results to assess current technology and explore future opportunities. METHOD: A PubMed search was conducted and a total of 10 articles were reviewed. RESULTS: Virtual simulators have shown construct validity in many modules, successfully differentiating user experience levels during simulated phacoemulsification surgery. Simulators have also shown improvements in wet-lab performance. The implementation of simulators in the residency training has been associated with a decrease in cataract surgery complication rates. CONCLUSIONS: Virtual reality simulators are an effective tool in measuring performance and differentiating trainee skill level. Additionally, they may be useful in improving surgical skill and patient outcomes in cataract surgery. Future opportunities rely on taking advantage of technical improvements in simulators for education and research.


Asunto(s)
Extracción de Catarata/educación , Simulación por Computador , Educación Médica Continua/métodos , Oftalmología/educación , Animales , Humanos
7.
World Neurosurg ; 80(6): 732-7, 2013 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-24076054

RESUMEN

OBJECTIVE: To understand the perceived utility of a novel simulator to improve operative skill, eye-hand coordination, and depth perception. METHODS: We used the ImmersiveTouch simulation platform (ImmersiveTouch, Inc., Chicago, Illinois, USA) in two U.S. Accreditation Council for Graduate Medical Education-accredited neurosurgical training programs: the University of Chicago and the University of Texas Medical Branch. A total of 54 trainees participated in the study, which consisted of 14 residents (group A), 20 senior medical students who were neurosurgery candidates (group B), and 20 junior medical students (group C). The participants performed a simulation task that established bipolar hemostasis in a virtual brain cavity and provided qualitative feedback regarding perceived benefits in eye-hand coordination, depth perception, and potential to assist in improving operating skills. RESULTS: The perceived ability of the simulator to positively influence skills judged by the three groups: group A, residents; group B, senior medical students; and group C, junior medical students was, respectively, 86%, 100%, and 100% for eye-hand coordination; 86%, 100%, and 95% for depth perception; and 79%, 100%, and 100% for surgical skills in the operating room. From all groups, 96.2% found the simulation somewhat or very useful to improve eye-hand coordination, and 94% considered it beneficial to improve depth perception and operating room skills. CONCLUSION: This simulation module may be suitable for resident training, as well as for the development of career interest and skill acquisition; however, validation for this type of simulation needs to be further developed.


Asunto(s)
Encéfalo/fisiología , Encéfalo/cirugía , Competencia Clínica , Técnicas Hemostáticas/instrumentación , Destreza Motora/fisiología , Neurocirugia/educación , Desempeño Psicomotor/fisiología , Interfaz Usuario-Computador , Simulación por Computador , Electrocoagulación , Humanos , Procedimientos Neuroquirúrgicos/instrumentación , Procedimientos Neuroquirúrgicos/métodos
8.
Neurosurgery ; 73 Suppl 1: 116-21, 2013 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-24051874

RESUMEN

BACKGROUND: Manual skill is important for surgeons, but current methods to evaluate sensory-motor skills in applicants to a surgical residency are limited. OBJECTIVE: To develop a method of testing sensory-motor skill using objective and reproducible virtual reality simulation. METHODS: We designed a set of tests on a 3-dimensional surgical simulator with head and arm tracking, colocalization, and haptic feedback: (1) "trajectory planning in a simulated vertebra," ie, 3-dimensional memory and orientation; "hemostasis in the brain," ie, motor planning, sequence, timing, and precision; and "choose the softest object," ie, haptic perception. We also derived a weighted combined score for all tasks. RESULTS: Of the 55 consecutive applicants to a neurosurgery residency approached, 46 performed at least 1 task, and 36 performed all tasks. For the trajectory planning task, the distance from target ranged from 3 to 30 mm, with 25 of 36 in the 6- to 18-mm range. In the motor planning test, the duration between cauterization attempts ranged between 5 and 22.5 seconds, peaking at 10 to 12.5 seconds in 15 of 36 participants. In the haptic perception test, linear regression demonstrated increased variability in performance with increasing difficulty of task (R = 0.6281). In all tests, performance followed a roughly bell-shaped curve. The combined weighted score of all tests demonstrated a better bell curve distribution, with scores ranging from 0.275 to 0.71 (mean, 0.47; median, 0.4775; SD, 0.1174). CONCLUSION: Our study represents a first step in the direction of an objective, standard, computer-scored test of motor and haptic ability.


Asunto(s)
Destreza Motora/fisiología , Neurocirugia/métodos , Criterios de Admisión Escolar , Adulto , Pruebas de Aptitud , Tornillos Óseos , Encéfalo/cirugía , Competencia Clínica , Gráficos por Computador , Simulación por Computador , Interpretación Estadística de Datos , Femenino , Hemostasis , Humanos , Internado y Residencia/organización & administración , Masculino , Proyectos Piloto , Desempeño Psicomotor , Columna Vertebral/anatomía & histología , Interfaz Usuario-Computador , Percepción Visual/fisiología
9.
Simul Healthc ; 8(1): 25-31, 2013 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-23117306

RESUMEN

INTRODUCTION: Ventriculostomy is a neurosurgical procedure for providing therapeutic cerebrospinal fluid drainage. Complications may arise during repeated attempts at placing the catheter in the ventricle. We studied the impact of simulation-based practice with a library of virtual brains on neurosurgery residents' performance in simulated and live surgical ventriculostomies. METHODS: Using computed tomographic scans of actual patients, we developed a library of 15 virtual brains for the ImmersiveTouch system, a head- and hand-tracked augmented reality and haptic simulator. The virtual brains represent a range of anatomies including normal, shifted, and compressed ventricles. Neurosurgery residents participated in individual simulator practice on the library of brains including visualizing the 3-dimensional location of the catheter within the brain immediately after each insertion. Performance of participants on novel brains in the simulator and during actual surgery before and after intervention was analyzed using generalized linear mixed models. RESULTS: Simulator cannulation success rates increased after intervention, and live procedure outcomes showed improvement in the rate of successful cannulation on the first pass. However, the incidence of deeper, contralateral (simulator) and third-ventricle (live) placements increased after intervention. Residents reported that simulations were realistic and helpful in improving procedural skills such as aiming the probe, sensing the pressure change when entering the ventricle, and estimating how far the catheter should be advanced within the ventricle. CONCLUSIONS: Simulator practice with a library of virtual brains representing a range of anatomies and difficulty levels may improve performance, potentially decreasing complications due to inexpert technique.


Asunto(s)
Encéfalo/anatomía & histología , Simulación por Computador , Percepción del Tacto , Interfaz Usuario-Computador , Ventriculostomía/educación , Chicago , Humanos , Cuerpo Médico de Hospitales/educación , Neurocirugia/educación , Encuestas y Cuestionarios
10.
Neurosurgery ; 72 Suppl 1: 115-23, 2013 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-23254799

RESUMEN

Recent studies have shown that mental script-based rehearsal and simulation-based training improve the transfer of surgical skills in various medical disciplines. Despite significant advances in technology and intraoperative techniques over the last several decades, surgical skills training on neurosurgical operations still carries significant risk of serious morbidity or mortality. Potentially avoidable technical errors are well recognized as contributing to poor surgical outcome. Surgical education is undergoing overwhelming change, as a result of the reduction of work hours and current trends focusing on patient safety and linking reimbursement with clinical outcomes. Thus, there is a need for adjunctive means for neurosurgical training, which is a recent advancement in simulation technology. ImmersiveTouch is an augmented reality system that integrates a haptic device and a high-resolution stereoscopic display. This simulation platform uses multiple sensory modalities, re-creating many of the environmental cues experienced during an actual procedure. Modules available include ventriculostomy, bone drilling, percutaneous trigeminal rhizotomy, and simulated spinal modules such as pedicle screw placement, vertebroplasty, and lumbar puncture. We present our experience with the development of such augmented reality neurosurgical modules and the feedback from neurosurgical residents.


Asunto(s)
Enfermedades del Sistema Nervioso Central/cirugía , Simulación por Computador , Educación de Postgrado en Medicina/métodos , Internado y Residencia/métodos , Procedimientos Neuroquirúrgicos/educación , Educación Basada en Competencias/métodos , Craneotomía/educación , Craneotomía/métodos , Retroalimentación , Humanos , Imagenología Tridimensional/métodos , Errores Médicos/prevención & control , Rizotomía/educación , Rizotomía/métodos , Fusión Vertebral/educación , Fusión Vertebral/métodos , Punción Espinal/métodos , Tacto , Neuralgia del Trigémino/cirugía , Interfaz Usuario-Computador , Ventriculostomía/educación , Ventriculostomía/métodos , Vertebroplastia/educación , Vertebroplastia/métodos
11.
Stud Health Technol Inform ; 163: 510-6, 2011.
Artículo en Inglés | MEDLINE | ID: mdl-21335848

RESUMEN

As persons with disabilities age, progressive declines in health and medical status can challenge the adaptive resources required to maintain functional independence and quality of life [1]. These challenges are further compounded by economic factors, medication side effects, loss of a spouse or caregiver, and psychosocial disorders [1-2]. With the gradual loss of functional independence and increased reliance on others for transportation, access to general medical and rehabilitation care can be jeopardized [2]. The combination of these factors when seen in the context of the average increase in lifespan in industrialized societies has lead to a growing crisis that is truly global in proportion. While research indicates that functional motor capacity can be improved, maintained, or recovered via consistent participation in a motor exercise and rehabilitation regimen [3], independent adherence to such preventative and/or rehabilitative programming outside the clinic setting is notoriously low [1]. This state of affairs has produced a compelling and ethical motivation to address the needs of individuals who are aging with disabilities by promoting home-based access to low-cost, interactive virtual reality (VR) systems designed to engage and motivate individuals to participate with "game"-driven physical activities and rehabilitation programming. The creation of such systems could serve to enhance, maintain and rehabilitate the sensorimotor processes that are needed to maximize independence and quality of life. This is the theme of the research to be presented at this MMVR workshop.


Asunto(s)
Actividades Cotidianas , Personas con Discapacidad/rehabilitación , Cirugía Asistida por Computador/métodos , Terapia Asistida por Computador/métodos , Interfaz Usuario-Computador , Juegos de Video , Anciano , Anciano de 80 o más Años , Femenino , Humanos , Masculino , Estados Unidos
12.
Stud Health Technol Inform ; 119: 343-8, 2006.
Artículo en Inglés | MEDLINE | ID: mdl-16404075

RESUMEN

Ventriculostomy is a neurosurgical procedure that consists of the insertion of a catheter into the ventricles of the brain for relieving the intracranial pressure. A distinct "popping" sensation is felt as the catheter enters the ventricles. Early ventriculostomy simulators provided some basic audio/visual feedback to simulate the procedure, displaying a 3D virtual model of a human head. Without any tactile feedback, the usefulness of such simulators was very limited. The first generation haptic ventriculostomy simulators incorporated a haptic device to generate a virtual resistance and "give" upon ventricular entry. While this created considerable excitement as a novelty device for cannulating ventricles, its usefulness for teaching and measuring neurosurgical expertise was still very limited. Poor collocation between the haptic device stylus held by the surgeon and the visual representation of the virtual catheter, as well as the lack of a correct viewer-centered perspective, created enormous confusion for the neurosurgeons who diverted their attention from the actual ventriculostomy procedure to overcoming the limitations of the simulator. We present a second generation haptic ventriculostomy simulator succeeding over the major first generation limitations by introducing a head and hand tracking system as well as a high-resolution high-visual-acuity stereoscopic display to enhance the perception and realism of the virtual ventriculostomy.


Asunto(s)
Simulación por Computador , Tacto , Ventriculostomía , Humanos , Procesamiento de Imagen Asistido por Computador , Estados Unidos
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