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1.
Simul Healthc ; 18(4): 272-278, 2023 Aug 01.
Artículo en Inglés | MEDLINE | ID: mdl-36111997

RESUMEN

INTRODUCTION: Tension pneumothorax is a rare and life-threatening situation in neonates requiring immediate intervention through thoracentesis. Significant complications can arise while performing thoracentesis in the case of inadequate skill level or exposure to the condition. Although simulation-based training (SBT) has proven to be effective in learning surgical skills, training sessions are long, subjective, and expensive, because of which they cannot be held regularly. This article attempts to improve traditional SBT for neonatal thoracentesis through an autonomous simulator that can provide real-time objective feedback during surgical training and assessment. METHODS: The simulator incorporates a custom manikin and virtual reality software interfaced through electromagnetic sensors that track the motion of surgical instruments. The software application reads and stores instrument motion information to replicate physical actions in the virtual environment, play back previously stored surgical performances and analyze data through a pretrained neural network. The simulator encapsulates the experience of SBT by allowing trainees to watch and replicate an ideal method of conducting the procedure, providing simplified, real-time autonomous guidance during practice and an objective taskwise assessment of the performance during testing. RESULTS: The preliminary trial held at the University of Illinois Hospital in the presence of 1 neonatologist and 4 fellows revealed that all the participants used the autonomous guidance more than once, and all found simulation experience to be accurate and overall effective in learning thoracentesis. CONCLUSION: Although the sample size is small, the simulator shows potential in being a viable alternative approach for training and assessment for thoracentesis.


Asunto(s)
Entrenamiento Simulado , Realidad Virtual , Recién Nacido , Humanos , Toracocentesis , Simulación por Computador , Aprendizaje , Entrenamiento Simulado/métodos , Redes Neurales de la Computación , Competencia Clínica
2.
J Craniovertebr Junction Spine ; 11(2): 81-85, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32905003

RESUMEN

PURPOSE: Augmented reality-based image overlay of virtual bony spine anatomy can be projected onto real spinal anatomy using computer tomography-generated DICOM images acquired intraoperatively. The aim of the study was to develop a technique and assess the accuracy and feasibility of lumbar vertebrae pedicle instrumentation using augmented reality-assisted surgical navigation. SUBJECTS AND METHODS: An augmented reality and artificial intelligence (ARAI)-assisted surgical navigation system was developed. The system consists of a display system which hovers over the surgical field and projects three-dimensional (3D) medical images corresponding with the patient's anatomy. The system was registered to the cadaveric spine using an optical tracker and arrays with reflective markers. The virtual image overlay from the ARAI system was compared to 3D generated images from intraoperative scans and used to percutaneously navigate a probe to the cortex at the corresponding pedicle starting point. Intraoperative scan was used to confirm the probe position. Virtual probe placement was compared to the actual probe position in the bone to determine the accuracy of the navigation system. RESULTS: Four cadaveric thoracolumbar spines were used. The navigated probes were correctly placed in all attempted levels (n = 24 levels), defined as Zdichavsky type 1a, Ravi type I, and Gertzbein type 0. The virtual overlay image corresponded to the 3D generated image in all the tested levels. CONCLUSIONS: The ARAI surgical navigation system correctly and accurately identified the starting points at all the attempted levels. The virtual anatomy image overlay precisely corresponded to the actual anatomy in all the tested scenarios. This technology may lead more uniform outcomes between surgeons and decrease minimally invasive spine surgery learning curves.

3.
Neurosurgery ; 11 Suppl 3: 420-5; discussion 425, 2015 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-26103444

RESUMEN

BACKGROUND: Simulation-based training may be incorporated into neurosurgery in the future. OBJECTIVE: To assess the usefulness of a novel haptics-based virtual reality percutaneous trigeminal rhizotomy simulator. METHODS: A real-time augmented reality simulator for percutaneous trigeminal rhizotomy was developed using the ImmersiveTouch platform. Ninety-two neurosurgery residents tested the simulator at American Association of Neurological Surgeons Top Gun 2014. Postgraduate year (PGY), number of fluoroscopy shots, the distance from the ideal entry point, and the distance from the ideal target were recorded by the system during each simulation session. Final performance score was calculated considering the number of fluoroscopy shots and distances from entry and target points (a lower score is better). The impact of PGY level on residents' performance was analyzed. RESULTS: Seventy-one residents provided their PGY-level and simulator performance data; 38% were senior residents and 62% were junior residents. The mean distance from the entry point (9.4 mm vs 12.6 mm, P = .01), the distance from the target (12.0 mm vs 15.2 mm, P = .16), and final score (31.1 vs 37.7, P = .02) were lower in senior than in junior residents. The mean number of fluoroscopy shots (9.8 vs 10.0, P = .88) was similar in these 2 groups. Linear regression analysis showed that increasing PGY level is significantly associated with a decreased distance from the ideal entry point (P = .001), a shorter distance from target (P = .05), a better final score (P = .007), but not number of fluoroscopy shots (P = .52). CONCLUSION: Because technical performance of percutaneous rhizotomy increases with training, we proposed that the skills in performing the procedure in our virtual reality model would also increase with PGY level, if our simulator models the actual procedure. Our results confirm this hypothesis and demonstrate construct validity.


Asunto(s)
Gráficos por Computador , Neurocirugia/educación , Procedimientos Neuroquirúrgicos/educación , Rizotomía/educación , Nervio Trigémino/cirugía , Interfaz Usuario-Computador , Competencia Clínica , Simulación por Computador , Medios de Contraste/administración & dosificación , Fluoroscopía , Humanos , Imagenología Tridimensional , Internado y Residencia , Rizotomía/métodos
4.
Neurosurgery ; 11 Suppl 2: 52-8, 2015 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-25599200

RESUMEN

BACKGROUND: With the decrease in the number of cerebral aneurysms treated surgically and the increase of complexity of those treated surgically, there is a need for simulation-based tools to teach future neurosurgeons the operative techniques of aneurysm clipping. OBJECTIVE: To develop and evaluate the usefulness of a new haptic-based virtual reality simulator in the training of neurosurgical residents. METHODS: A real-time sensory haptic feedback virtual reality aneurysm clipping simulator was developed using the ImmersiveTouch platform. A prototype middle cerebral artery aneurysm simulation was created from a computed tomographic angiogram. Aneurysm and vessel volume deformation and haptic feedback are provided in a 3-dimensional immersive virtual reality environment. Intraoperative aneurysm rupture was also simulated. Seventeen neurosurgery residents from 3 residency programs tested the simulator and provided feedback on its usefulness and resemblance to real aneurysm clipping surgery. RESULTS: Residents thought that the simulation would be useful in preparing for real-life surgery. About two-thirds of the residents thought that the 3-dimensional immersive anatomic details provided a close resemblance to real operative anatomy and accurate guidance for deciding surgical approaches. They thought the simulation was useful for preoperative surgical rehearsal and neurosurgical training. A third of the residents thought that the technology in its current form provided realistic haptic feedback for aneurysm surgery. CONCLUSION: Neurosurgical residents thought that the novel immersive VR simulator is helpful in their training, especially because they do not get a chance to perform aneurysm clippings until late in their residency programs.


Asunto(s)
Simulación por Computador , Retroalimentación , Aneurisma Intracraneal/cirugía , Neurocirugia/educación , Procedimientos Neuroquirúrgicos/educación , Interfaz Usuario-Computador , Humanos , Internado y Residencia , Modelos Anatómicos
5.
Neurosurgery ; 72 Suppl 1: 89-96, 2013 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-23254818

RESUMEN

BACKGROUND: In this study, we evaluated the use of a part-task simulator with 3-dimensional and haptic feedback as a training tool for percutaneous spinal needle placement. OBJECTIVE: To evaluate the learning effectiveness in terms of entry point/target point accuracy of percutaneous spinal needle placement on a high-performance augmented-reality and haptic technology workstation with the ability to control the duration of computer-simulated fluoroscopic exposure, thereby simulating an actual situation. METHODS: Sixty-three fellows and residents performed needle placement on the simulator. A virtual needle was percutaneously inserted into a virtual patient's thoracic spine derived from an actual patient computed tomography data set. RESULTS: Ten of 126 needle placement attempts by 63 participants ended in failure for a failure rate of 7.93%. From all 126 needle insertions, the average error (15.69 vs 13.91), average fluoroscopy exposure (4.6 vs 3.92), and average individual performance score (32.39 vs 30.71) improved from the first to the second attempt. Performance accuracy yielded P = .04 from a 2-sample t test in which the rejected null hypothesis assumes no improvement in performance accuracy from the first to second attempt in the test session. CONCLUSION: The experiments showed evidence (P = .04) of performance accuracy improvement from the first to the second percutaneous needle placement attempt. This result, combined with previous learning retention and/or face validity results of using the simulator for open thoracic pedicle screw placement and ventriculostomy catheter placement, supports the efficacy of augmented reality and haptics simulation as a learning tool.


Asunto(s)
Educación Basada en Competencias/métodos , Imagenología Tridimensional , Procedimientos Quirúrgicos Mínimamente Invasivos/educación , Agujas , Ventriculostomía/educación , Vertebroplastia/educación , Derivaciones del Líquido Cefalorraquídeo/educación , Derivaciones del Líquido Cefalorraquídeo/métodos , Derivaciones del Líquido Cefalorraquídeo/normas , Competencia Clínica , Simulación por Computador , Becas/métodos , Femenino , Fluoroscopía , Humanos , Internado y Residencia/métodos , Masculino , Procedimientos Quirúrgicos Mínimamente Invasivos/métodos , Procedimientos Quirúrgicos Mínimamente Invasivos/normas , Dosis de Radiación , Columna Vertebral/cirugía , Tomografía Computarizada por Rayos X , Interfaz Usuario-Computador , Ventriculostomía/métodos , Ventriculostomía/normas , Vertebroplastia/métodos , Vertebroplastia/normas
6.
J Comput Inf Sci Eng ; 12(2): 21004-NaN, 2012 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-24891842

RESUMEN

Combinations of graphics and haptics libraries are used in medical simulations for simultaneous visualization and tactile interaction with complex 3D anatomy models. The minimum frame rate of 1 kHz for haptics rendering makes it a nontrivial problem when dealing with complex and highly detailed polygonal models. Multiple haptics algorithms based on polygonal mesh rendering, volume haptics, and intermediate representation are evaluated in terms of their servoloop rendering time, client thread rendering time, and quality of force feedback. Algorithms include OpenHaptics' Feedback Buffer and Depth Buffer, GodObject and Ruspini renderers in h3d, chai3d implementation in h3d, ScalarSurfaceFriction mode in Volume Haptics ToolKit (vhtk), and the authors' intermediate representation algorithm based on volumetric data. The latter, in combination with surface graphics visualization, is found to deliver the best rendering time, to detect all collisions and to provide correct haptic feedback where other algorithms fail.

7.
Neurosurgery ; 69(1 Suppl Operative): ons14-9; discussion ons19, 2011 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-21471846

RESUMEN

BACKGROUND: We evaluated the use of a part-task simulator with 3D and haptic feedback as a training tool for a common neurosurgical procedure--placement of thoracic pedicle screws. OBJECTIVE: To evaluate the learning retention of thoracic pedicle screw placement on a high-performance augmented reality and haptic technology workstation. METHODS: Fifty-one fellows and residents performed thoracic pedicle screw placement on the simulator. The virtual screws were drilled into a virtual patient's thoracic spine derived from a computed tomography data set of a real patient. RESULTS: With a 12.5% failure rate, a 2-proportion z test yielded P = .08. For performance accuracy, an aggregate Euclidean distance deviation from entry landmark on the pedicle and a similar deviation from the target landmark in the vertebral body yielded P = .04 from a 2-sample t test in which the rejected null hypothesis assumes no improvement in performance accuracy from the practice to the test sessions, and the alternative hypothesis assumes an improvement. CONCLUSION: The performance accuracy on the simulator was comparable to the accuracy reported in literature on recent retrospective evaluation of such placements. The failure rates indicated a minor drop from practice to test sessions, and also indicated a trend (P = .08) toward learning retention resulting in improvement from practice to test sessions. The performance accuracy showed a 15% mean score improvement and more than a 50% reduction in standard deviation from practice to test. It showed evidence (P = .04) of performance accuracy improvement from practice to test session.


Asunto(s)
Simulación por Computador , Educación de Postgrado en Medicina/métodos , Neurocirugia/educación , Fusión Vertebral , Interfaz Usuario-Computador , Tornillos Óseos , Humanos , Aprendizaje , Retención en Psicología , Fusión Vertebral/métodos , Vértebras Torácicas/cirugía
8.
J Neurosurg ; 107(3): 515-21, 2007 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-17886549

RESUMEN

OBJECT: The purpose of this study was to evaluate the accuracy of ventriculostomy catheter placement on a head- and hand-tracked high-resolution and high-performance virtual reality and haptic technology workstation. METHODS: Seventy-eight fellows and residents performed simulated ventriculostomy catheter placement on an ImmersiveTouch system. The virtual catheter was placed into a virtual patient's head derived from a computed tomography data set. Participants were allowed one attempt each. The distance from the tip of the catheter to the Monro foramen was measured. RESULTS: The mean distance (+/- standard deviation) from the final position of the catheter tip to the Monro foramen was 16.09 mm (+/- 7.85 mm). CONCLUSIONS: The accuracy of virtual ventriculostomy catheter placement achieved by participants using the simulator is comparable to the accuracy reported in a recent retrospective evaluation of free-hand ventriculostomy placements in which the mean distance from the catheter tip to the Monro foramen was 16 mm (+/- 9.6 mm).


Asunto(s)
Cateterismo , Instrucción por Computador/instrumentación , Internado y Residencia , Neuronavegación/educación , Interfaz Usuario-Computador , Ventriculostomía/educación , Competencia Clínica , Simulación por Computador , Retroalimentación , Humanos , Reproducibilidad de los Resultados
9.
Anesthesiol Clin ; 25(2): 337-48, 2007 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-17574194

RESUMEN

The current virtual reality and haptic technologies being researched for potential use in high-fidelity simulations in anesthesiology are attempting to overcome a number of limitations, such as low resolution, low visual acuity, and lack of robust haptics-graphics collocation. A new prototype device invented by the authors, known as ImmersiveTouch, addresses how to overcome these technologic limitations.


Asunto(s)
Anestesiología/normas , Gráficos por Computador , Simulación por Computador , Humanos , Maniquíes , Tacto
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