scholarly journals Cerebrovascular Operative Anatomy: An Immersive 3D and Virtual Reality Description

2018 ◽  
Vol 15 (6) ◽  
pp. 613-623 ◽  
Author(s):  
Benjamin K Hendricks ◽  
Jerome Hartman ◽  
Aaron A Cohen-Gadol

Abstract BACKGROUND The innate detail of the cerebrovasculature is a demonstration of the structural complexity exhibited within the nervous system and highlights the challenges intrinsic to surgically influencing this system. Bridging the knowledge gap between the 2-dimentional learning environment and the 3-dimensional (3D) clinical setting is a challenge requiring experience. Computer graphic technology provides an opportunity for the learner to step into a new era of learning via the use of interactive 3D models and virtual reality. OBJECTIVE To create virtually anatomically accurate cerebrovascular models with superior detail and visual appeal. METHODS High-resolution angiographic radiological studies were utilized to create virtual 3D models which were edited for anatomical accuracy and artistry post-processing. RESULTS We have created anatomically realistic and detailed 3D virtual models of the cerebrovascular structures including the arterial and venous systems. The relevant surgical anatomy of the bony and brain structures was also included. In addition, these models were used to illustrate the pathoanatomy of a deep vascular malformation to demonstrate the potential of this technology. These models allow user interactivity in the 3D environment for improved understanding of anatomical relationships. CONCLUSION Advances in computer graphics have invited a new era of education and experiential learning. The authors have created an immersive virtual 3D model of the cerebrovasculature to augment education, research, and clinical applications.


2021 ◽  
Author(s):  
Selma Alispahić ◽  
◽  
Selma Rizvić ◽  

Digital technologies offer a new way to communicate and experience cultural heritage. It is now becoming possible to virtually recreate the original appearance of cultural monuments and enable the users to take virtual walks exploring interactive 3D models of objects preserved only in remains. Virtual Reality (VR) is a technology that transfers the users to a different place and time through devices called Head Mounted Displays (HMD) and enables a total immersion in another reality.



2018 ◽  
Vol 5 ◽  
pp. 238212051879935 ◽  
Author(s):  
Aldis H Petriceks ◽  
Ashley S Peterson ◽  
Miguel Angeles ◽  
W Paul Brown ◽  
Sakti Srivastava

Cadaver-based anatomical education is supplemented by a wide range of pedagogical tools—from artistic diagrams, to photographs and videos, to 3-dimensional (3D) models. However, many of these supplements either simplify the true anatomy or are limited in their use and distribution. Photogrammetry, which overlaps 2-dimensional (2D) photographs to create digital 3D models, addresses such shortcomings by creating interactive, authentic digital models of cadaveric specimens. In this exploratory pilot study, we used a photogrammetric setup and rendering software developed by an outside group to produce digital 3D models of 8 dissected specimens of regional anatomy. The photogrammetrically produced anatomical models authentically and precisely represented their original specimens. These interactive models were deemed accurate and teachable by faculty at the Stanford University Division of Clinical Anatomy. Photogrammetry is, according to these results, another possible method for rendering cadaveric materials into interactive 3D models, which can be used for anatomical education. These models are more detailed than many computer-generated versions and provide more visuospatial information than 2D images. Future researchers and educators could use such technology to create institutional libraries of digital 3D anatomy for medical education.



Author(s):  
Zhigeng Pan ◽  
Shusen Sun ◽  
Jian Yang ◽  
Xiaochao Wei


2010 ◽  
Vol 11 (3) ◽  
pp. 350-353 ◽  
Author(s):  
Alberto Guarnieri ◽  
Francesco Pirotti ◽  
Antonio Vettore


2017 ◽  
Vol 10 (3) ◽  
Author(s):  
Lukas Herman ◽  
Stanislav Popelka ◽  
Vendula Hejlova

This paper describes a new tool for eye-tracking data and their analysis with the use of interactive 3D models. This tool helps to analyse interactive 3D models easier than by time-consuming, frame-by-frame investigation of captured screen recordings with superimposed scanpaths. The main function of this tool, called 3DgazeR, is to calculate 3D coordinates (X, Y, Z coordinates of the 3D scene) for individual points of view. These 3D coordinates can be calculated from the values of the position and orientation of a virtual camera and the 2D coordinates of the gaze upon the screen. The functionality of 3DgazeR is introduced in a case study example using Digital Elevation Models as stimuli. The purpose of the case study was to verify the functionality of the tool and discover the most suitable visualization methods for geographic 3D models. Five selected methods are presented in the results section of the paper. Most of the output was created in a Geographic Information System. 3DgazeR works with generic CSV files, SMI eye-tracker, and the low-cost EyeTribe tracker connected with open source application OGAMA. It can compute 3D coordinates from raw data and fixations.



Author(s):  
Sanjeev Kumar Srivastava

This work presents datasets that can be used for getting a good understanding of an essential geoscience content knowledge that describe earth’s coordinate systems. This include coordinate system used for spherical/spheroidal earth with latitudes and longitudes and their subsequent transformations to 2d maps on a variety of media (paper as well as digital) using the process of map projections. The datasets include PDF documents that are embedded with 3d models, animations and mathematical equations. The dataset has separate PDF documents for geographic (for spherical earth) and projected (2d) coordinate systems. Additionally, the data set include individual 3d models that can be used in various digital systems (including apps) and the animations in mp4 format that can be watched on most of the modern digital devices.



2019 ◽  
Vol 12 (3) ◽  
Author(s):  
Malek El Kouzi ◽  
Omar Bani-Taha ◽  
Victoria McArthur

In this paper, we present a usability evaluation of a custom AR educational tool designed to improve students’ understanding of the similarities and differences between plant and animal cells. We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered by exploring sections of their school textbooks with our app. Furthermore, the design of ARPAC can be mapped easily onto other subjects, providing teachers with additional pedagogical tools to utilize in the classroom. Preliminary results of a usability study support our initial design of a textbook-driven AR application to support learning in science subjects.



Author(s):  
Samuel Reinders

Blind and low-vision (BLV) people experience difficulty accessing graphical information, particularly regarding travel and education. Tactile diagrams and 3D printed models can improve access to graphical information for BLV people; however, these formats only allow limited detailed and contextual information. Interactive 3D printed models (I3Ms) exist, but many rely on passive audio labels that don't particularly empower BLV people in independent knowledge building and interpretation. This project investigates the creation of I3Ms that offer more engaging experiences with a focus on facilitating independent exploration and knowledge discovery. Specifically, this project explores how BLV people want to interact with I3Ms, interactive functionalities and behaviours that I3Ms should support, such as conversational interfaces and model agency, and to understand the relationship between I3Ms and conventional accessible graphics.



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