scholarly journals “Disruptive Technology” in Spine Surgery and Education: Virtual and Augmented Reality

2021 ◽  
Vol 21 (Supplement_1) ◽  
pp. S85-S93
Author(s):  
Jakub Godzik ◽  
S Harrison Farber ◽  
Timur Urakov ◽  
Jeremy Steinberger ◽  
Liza J Knipscher ◽  
...  

Abstract BACKGROUND Technological advancements are the drivers of modern-day spine care. With the growing pressure to deliver faster and better care, surgical-assist technology is needed to harness computing power and enable the surgeon to improve outcomes. Virtual reality (VR) and augmented reality (AR) represent the pinnacle of emerging technology, not only to deliver higher quality education through simulated care, but also to provide valuable intraoperative information to assist in more efficient and more precise surgeries. OBJECTIVE To describe how the disruptive technologies of VR and AR interface in spine surgery and education. METHODS We review the relevance of VR and AR technologies in spine care, and describe the feasibility and limitations of the technologies. RESULTS We discuss potential future applications, and provide a case study demonstrating the feasibility of a VR program for neurosurgical spine education. CONCLUSION Initial experiences with VR and AR technologies demonstrate their applicability and ease of implementation. However, further prospective studies through multi-institutional and industry-academic partnerships are necessary to solidify the future of VR and AR in spine surgery education and clinical practice.

Gamification ◽  
2015 ◽  
pp. 908-929
Author(s):  
Lucio Tommaso De Paolis ◽  
Egidijus Vaškevičius ◽  
Aušra Vidugirienė

As different means of information visualization become more popular and available both as commercial or open source products, there is an opportunity to use them in the education process by providing students with a larger variety of tools for mastering the required information and skills related to a learning object. The chapter discusses the use of various multimedia tools and edutainment (any entertaining application that has an educational role) in education and e-learning. The need and opportunities of applying 3D models, virtual and augmented reality, and certain means for controlling interactive learning environments are described in detail. Examples of 3D modeling, virtual, and augmented reality applications in history, arts, and medicine (surgery) education are provided.


2020 ◽  
Author(s):  
Stéphane Le Mouélic ◽  
Gwénael Caravaca ◽  
Nicolas Mangold ◽  
Jack Wright ◽  
Cristian Carli ◽  
...  

2011 ◽  
Vol 2 (3) ◽  
pp. 1
Author(s):  
Luciano Soares ◽  
Veronica Teichrieb

This special issue of the JIS (SBC Journal on 3D Interactive Systems) is in the second year acknowledging the best papers of the Symposium on Virtual and Augmented Reality. In the SVR 2011 several interesting research projects in the field of Virtual and Augmented Reality appeared and among the best papers this issue presents two selected papers for the readers of JIS. The SVR is the most important event on Virtual and Augmented Reality in Brazil, which is being conducted by academic professionals’ members of the Brazilian Computer Society (SBC) that is supporting the conference for many years. The two papers in this issue were selected among the best papers presented at the SVR 2011. Although the technical implementation of the papers is different each other, they try to solve problems of communication and location. It is possible to note that the virtual and augmented reality is really changing our life style, and these papers show important ideas that can be directly applied by people around the world. The paper “xGroupware: Supporting Collaborative Cross-Reality Environments using Multiagents System” authored by Katia Vega, Débora Cardador, Hugo Fuks and Carlos Lucena, presents very modern proposals of meetings, combining the virtual and real in a way that users can really take advantage of the resources available to improve their communication. It is also important to say that the clever idea to use multi agents in the system as an autonomous way to perceive and interact with the situations of the meetings is amazing. Finally the integration of wearable computing devices in the system makes it very interesting and probably reflects meetings of the future. The second paper “A Case Study of Augmented Reality for Mobile Platforms” authored by Gabriela Tinti Vasselai, Dalton Solano dos Reis and Paulo Cesar Rodacki Gomes presents how the mobile devices can contribute to help our localization with the resources of augmented reality. The paper shows that the resources available in the mobile devices can be used to augmented reality purposes although some improvements in the mobile platforms must be done. We would like to thank all the reviewers of the process, the editors and staff that supported us with the submission system, and of course the authors that had to extend and adapt their papers in order to have some new content that makes this special issue an important reference point for virtual and augmented reality research.


2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


Author(s):  
Lucio Tommaso De Paolis ◽  
Egidijus Vaškevičius ◽  
Aušra Vidugirienė

As different means of information visualization become more popular and available both as commercial or open source products, there is an opportunity to use them in the education process by providing students with a larger variety of tools for mastering the required information and skills related to a learning object. The chapter discusses the use of various multimedia tools and edutainment (any entertaining application that has an educational role) in education and e-learning. The need and opportunities of applying 3D models, virtual and augmented reality, and certain means for controlling interactive learning environments are described in detail. Examples of 3D modeling, virtual, and augmented reality applications in history, arts, and medicine (surgery) education are provided.


2007 ◽  
Vol 04 (03) ◽  
pp. 225-239 ◽  
Author(s):  
TIM MINSHALL ◽  
STUART SELDON ◽  
DAVID PROBERT

This paper discusses the use of a university spin-out firm to bring a potentially disruptive technology to market. The focus for discussion is how a spin-out can build a technology ecosystem of providers of complementary resources to enable partner organizations to build competence in a novel and potentially disruptive technology. The paper uses the illustrative case of Cambridge Display Technology Ltd (CDT) to consider these issues from the perspective of the literature on open innovation (with particular emphasis on the role of partnerships between start-ups and established firms), the commercialization of university IP, and the commercialization of disruptive technologies.


2021 ◽  
Vol 9 (1) ◽  
pp. 94-94
Author(s):  
Frank J. Yuk ◽  
Georgios A. Maragkos ◽  
Kosuke Sato ◽  
Jeremy Steinberger

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