The Role of Mixed Reality Simulation for Surgical Training in Spine

Spine ◽  
2018 ◽  
Vol 43 (22) ◽  
pp. 1609-1616 ◽  
Author(s):  
Giselle Coelho ◽  
Helton L.A. Defino
2020 ◽  
Vol 134 (10) ◽  
pp. 863-866
Author(s):  
J R Abbas ◽  
J J Kenth ◽  
I A Bruce

AbstractBackgroundThe current coronavirus disease 2019 pandemic has caused unprecedented challenges to surgical training across the world. With the widespread cancellations of clinical and academic activities, educators are looking to technological advancements to help ‘bridge the gap’ and continue medical education.SolutionsSimulation-based training as the ‘gold standard’ for medical education has limitations that prevent widespread adoption outside suitably resourced centres. Virtual reality has the potential to surmount these barriers, whilst fulfilling the fundamental aim of simulation-based training to provide a safe, effective and realistic learning environment.Current limitations and insights for futureThe main limitations of virtual reality technology include comfort and the restrictive power of mobile processors. There exists a clear developmental path to address these restrictions. Continued developments of the hardware and software set to deepen immersion and widen the possibilities within surgical education.ConclusionIn the post coronavirus disease 2019 educational landscape, virtual, augmented and mixed reality technology may prove invaluable in the training of the next generation of surgeons.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


2016 ◽  
Vol 2 (1) ◽  
pp. 63-64 ◽  
Author(s):  
Nicholas Raison ◽  
Kamran Ahmed ◽  
Prokar Dasgupta
Keyword(s):  

Author(s):  
Caterina Paola Venditti ◽  
Paolo Mele

Within digital archaeology, an important part is centered on technologies that allow representing, or replaying, ancient environments. It is a field where scientific competences' contribution to contents makes a difference, and pedagogical repercussion are stimulating. Among the other reality technologies, the Mixed Reality, giving the possibility to experience in front of the users' eyes both static models of individual objects and entire landscapes, it is increasingly used in archaeological contexts as display technology, with different purposes such as educational, informative, or simply for entertainment. This chapter provides a high-level overview about possible orientations and uses of this technology in cultural heritage, also sketching its use in gaming within the role of gaming itself in smart communication of archaeological contents and issues.


2017 ◽  
Vol 139 (10) ◽  
pp. 38-43 ◽  
Author(s):  
Ahmed K. Noor

This article discusses advantages of artificially intelligent (AI) systems and future of machine design. Advances in AI, combined synergistically with other technologies such as cognitive computing, Internet of Things, 3D (or even 4D) printing, advanced robotics, virtual and mixed reality, and human–machine interfaces are transforming what, where, and how products are designed, manufactured, assembled, distributed, serviced, and upgraded. The research and related activities may ultimately result in the development of self-repairing, self-healing, self-adaptive, self-reconfiguring systems—and products that ‘operationally improve’ themselves. Instead of depreciating in value and capability, such products could improve over time. In time, the role of the human engineer may be that of a director rather than of a producer. Much of the technical aspect of engineering will be moved to the machine-based design system, just as one need not be able to operate a slide rule or complete an isometric drawing to be a successful engineer today.


2020 ◽  
Vol 139 ◽  
pp. e189-e202 ◽  
Author(s):  
Giselle Coelho ◽  
Eberval Gadelha Figueiredo ◽  
Nícollas Nunes Rabelo ◽  
Matheus Rodrigues de Souza ◽  
Caroline Ferreira Fagundes ◽  
...  

2010 ◽  
Vol 23 (8) ◽  
pp. e70-e74 ◽  
Author(s):  
Dale J. Podolsky ◽  
Allan R. Martin ◽  
Cari M. Whyne ◽  
Eric M. Massicotte ◽  
Michael R. Hardisty ◽  
...  

2014 ◽  
Vol 96 (8) ◽  
pp. 260-262 ◽  
Author(s):  
RA Steven ◽  
SC Whiten

Anatomy demonstrating became almost integral to the training of many generations of surgeons. It allowed them to increase their basic scientific knowledge, develop their teaching skills and provided the opportunity to study towards postgraduate surgical examinations, which resulted in favourable pass marks compared with those who had not undertaken a demonstrator post. 1,2 The improved knowledge base and development of teaching skills were perceived as beneficial for their surgical training. The increasing pressure on training and resources has had an impact on the demonstrator job. This article presents data on current anatomy demonstrator posts.


2021 ◽  
Vol 2 ◽  
Author(s):  
Richard Skarbez ◽  
Missie Smith ◽  
Mary C. Whitton

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.


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