Virtual Reality Based Training of Lumbar Punctures Using a 6DOF Haptic Device

Author(s):  
M. Färber ◽  
J. Heller ◽  
F. Hummel ◽  
C. Gerloff ◽  
H. Handels
2015 ◽  
Vol 638 ◽  
pp. 344-351 ◽  
Author(s):  
Diana Popescu ◽  
Robert Iacob ◽  
Dan Laptoiu

Nowadays the use of Virtual Reality (VR) based surgical simulators or training environments is becoming more and more spread in the medical world. These are usually dedicated to the development and improvement of novice trainees’ skills by helping them to learn different surgical techniques, to use proper instrumentation or to practice surgical protocols, but also in the training of expert surgeons for conserving their skills, for planning or rehearsing new, complicated or rare procedures. In this general context of interest, our paper aims at answering the following questions: What are the main requirements for a haptic device in order to be successfully used in the virtual training of orthopedic surgeons? What requirements are mandatory to be included in an orthopedic surgery haptic-based training application for providing a realistic user’s experience? These are legitimate questions considering that surgical education can really benefit the advantages offered by such virtual simulators only if they can satisfy a list of requirements among which high level of immersion and interactivity, realistic 3D virtual models and constraints of anatomical structures, good correspondence between real and simulated cases (i.e. a natural ‘behavior’ and ‘feeling’ of simulated anatomy). The focus of the literature review presented in this paper will be on orthopedic VR simulators for drilling, sawing and fixing implants screws, pins and plates, with an emphasize on devices’ characteristics and applications features. This study enrolls in the trend of improving user’s immersion experience at a cost as low as possible, representing the basis on which an innovative and affordable haptic device and an application for training basic orthopedic surgical skills are proposed for development in further research.


2012 ◽  
Vol 516 ◽  
pp. 337-342
Author(s):  
Syuhei Kobori ◽  
Koichi Morishige

In the previous report, the operation interface for multi-axis controlled machine tools was developed by using the haptic device that is used in the field of virtual reality and it was changed from a haptic device with 3-DOF to that with 6-DOF. In order to improve the system, more useful functions should be added. In this report, the function to guide the tool in consideration of the tools characteristics is developed. The square end mill cannot cut at its bottom part. So, when the bottom part contacts the removal shape, the square end mill should be guided into a posture contacting at the side part by the force sense. The experiment supposed that the machining of the curved surface had been done. In the case of using the developed function, the number of contacts at the bottom part of the tool was decreased. As a result, the usefulness of the developed function was confirmed.


Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


2006 ◽  
Vol 13 (3) ◽  
pp. 249-262
Author(s):  
Michele Folgheraiter ◽  
Giuseppina Gini ◽  
Dario L. Vercesi

Robotics ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 29
Author(s):  
Gowri Shankar Giri ◽  
Yaser Maddahi ◽  
Kourosh Zareinia

Recent technological development has led to the invention of different designs of haptic devices, electromechanical devices that mediate communication between the user and the computer and allow users to manipulate objects in a virtual environment while receiving tactile feedback. The main criteria behind providing an interactive interface are to generate kinesthetic feedback and relay information actively from the haptic device. Sensors and feedback control apparatus are of paramount importance in designing and manufacturing a haptic device. In general, haptic technology can be implemented in different applications such as gaming, teleoperation, medical surgeries, augmented reality (AR), and virtual reality (VR) devices. This paper classifies the application of haptic devices based on the construction and functionality in various fields, followed by addressing major limitations related to haptics technology and discussing prospects of this technology.


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