scholarly journals Towards Virtual VATS, Face, and Construct Evaluation for Peg Transfer Training of Box, VR, AR, and MR Trainer

2019 ◽  
Vol 2019 ◽  
pp. 1-10 ◽  
Author(s):  
Zhibao Qin ◽  
Yonghang Tai ◽  
Chengqi Xia ◽  
Jun Peng ◽  
Xiaoqiao Huang ◽  
...  

The aim of this study is to develop and assess the peg transfer training module face, content and construct validation use of the box, virtual reality (VR), cognitive virtual reality (CVR), augmented reality (AR), and mixed reality (MR) trainer, thereby to compare advantages and disadvantages of these simulators. Training system (VatsSim-XR) design includes customized haptic-enabled thoracoscopic instruments, virtual reality helmet set, endoscope kit with navigation, and the patient-specific corresponding training environment. A cohort of 32 trainees comprising 24 novices and 8 experts underwent the real and virtual simulators that were conducted in the department of thoracic surgery of Yunnan First People’s Hospital. Both subjective and objective evaluations have been developed to explore the visual and haptic potential promotions in peg transfer education. Experiments and evaluation results conducted by both professional and novice thoracic surgeons show that the surgery skills from experts are better than novices overall, AR trainer is able to provide a more balanced training environments on visuohaptic fidelity and accuracy, box trainer and MR trainer demonstrated the best realism 3D perception and surgical immersive performance, respectively, and CVR trainer shows a better clinic effect that the traditional VR trainer. Combining these in a systematic approach, tuned with specific fidelity requirements, medical simulation systems would be able to provide a more immersive and effective training environment.

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. 


Author(s):  
Nicolás González Romo ◽  
Franco Ravera Zunino

AbstractVirtual reality (VR) has increasingly been implemented in neurosurgical practice. A patient with an unruptured anterior communicating artery (AcoA) aneurysm was referred to our institution. Imaging data from computed tomography angiography (CTA) was used to create a patient specific 3D model of vascular and skull base anatomy, and then processed to a VR compatible environment. Minimally invasive approaches (mini-pterional, supraorbital and mini-orbitozygomatic) were simulated and assessed for adequate vascular exposure in VR. Using an eyebrow approach, a mini-orbitozygomatic approach was performed, with clip exclusion of the aneurysm from the circulation. The step-by-step process of VR planning is outlined, and the advantages and disadvantages for the neurosurgeon of this technology are reviewed.


2010 ◽  
Vol 49 (04) ◽  
pp. 396-405 ◽  
Author(s):  
P. Haddawy ◽  
P. Khanal ◽  
S. Suebnukarn ◽  
M. N. Dailey ◽  
P. Rhienmora

Summary Objectives: We present a dental training system with a haptic interface that allows dental students or experts to practice dental procedures in a virtual environment. The simulator is able to monitor and classify the performance of an operator into novice or expert categories. The intelligent training module allows a student to simultaneously and proactively follow the correct dental procedures demonstrated by an intelligent tutor. Methods: The virtual reality (VR) simulator simulates the tooth preparation procedure both graphically and haptically, using a video display and haptic device. We evaluated the performance of users using hidden Markov models (HMMs) incorporating various data collected by the simulator. We implemented an intelligent training module which is able to record and replay the procedure that was performed by an expert and allows students to follow the correct steps and apply force proactively by themselves while reproducing the procedure. Results: We find that the level of graphics and haptics fidelity is acceptable as evaluated by dentists. The accuracy of the objective performance assessment using HMMs is encouraging with 100 percent accuracy. Conclusions: The simulator can simulate realistic tooth surface exploration and cutting. The accuracy of automatic performance assessment system using HMMs is also acceptable on relatively small data sets. The intelligent training allows skill transfer in a proactive manner which is an advantage over the passive method in a traditional training. We will soon conduct experiments with more participants and implement a variety of training strategies.


Author(s):  
Brandon J. Newendorp ◽  
Christian Noon ◽  
Joe Holub ◽  
Eliot H. Winer ◽  
Stephen Gilbert ◽  
...  

In order to adapt to an ever-changing set of threats, military forces need to find new methods of training. The prevalence of commercial game engines combined with virtual reality (VR) and mixed reality environments can prove beneficial to training. Live, virtual and constructive (LVC) training combines live people, virtual environments and simulated actors to create a better training environment. However, integrating virtual reality displays, software simulations and artificial weapons into a mixed reality environment poses numerous challenges. A mixed reality environment known as The Veldt was constructed to research these challenges. The Veldt consists of numerous independent displays, along with movable walls, doors and windows. This allows The Veldt to simulate numerous training scenarios. Several challenges were encountered in creating this system. Displays were precisely located using the tracking system, then configured using VR Juggler. The ideal viewpoint for each display was configured based on the expect location for users to be looking at it. Finally, the displays were accurately aligned to the virtual terrain model. This paper describes how the displays were configured in The Veldt, as well as how it was used for two training scenarios.


Author(s):  
Bhagyashri Pacherkar

Abstract: Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human life.


2020 ◽  
Author(s):  
Oleksandr Litorovych ◽  
◽  
Oleh Karyy ◽  

The active development of adaptive-interactive systems, in particular virtual, augmented and mixed reality, in the field of education makes it appropriate to study the possibilities of using these systems directly to train personnel. The reduction of costs and increase of the availability of adaptive-interactive systems, including those that can be used in the training process, encourages their use in a growing number of companies around the world. The aim of the article is to study the usage of modern adaptive-interactive systems in the field of personnel training, such as virtual, augmented and mixed reality, to determine their advantages and disadvantages, as well as prospects for mass implementation of these systems in the practice of personnel training. Different types of virtual reality systems are distinguished, the delimitation of which lies in the plane of ways and modes of their interaction with the user. The research methodology is based on the semantic analysis of the interpretation of different types of adaptive-interactive systems of personnel training and analysis of their usage cases on existing enterprises. The expediency of using virtual and augmented reality technologies as methods of active learning in order to study various subjects is described and examples of personnel training systems using mixed reality are presented. The advantages and disadvantages of using these technologies in staff training are analyzed. Examples of application of adaptive-interactive systems at Ukrainian and foreign enterprises are given. The limited supply of adaptive-interactive systems of personnel training by the developers of such software and hardware indicates a lack of relevant specialists and the unwillingness of domestic enterprises to invest in these systems. At the same time, modern digital technologies such as virtual reality, augmented reality and mixed reality using artificial intelligence provide in practice high efficiency of the educational process in the enterprise by increasing concentration and attention of learners, easiness of information retrieval, providing practical skills, independence and simultaneous safety of employee training. In response, the directions of further researches in implementation of modern technologies of training of the personnel of the enterprises in Ukraine are offered.


Author(s):  
José Negrillo-Cárdenas ◽  
Juan-Roberto Jiménez-Pérez ◽  
Joaquim Madeira ◽  
Francisco R. Feito

Abstract Purpose Virtual reality has been used as a training platform in medicine, allowing the repetition of a situation/scenario as many times as needed and making it patient-specific prior to an operation. Of special interest is the minimally invasive plate osteosynthesis (MIPO). It represents a novel technique for orthopedic trauma surgery, but requires intensive training to acquire the required skills. In this paper, we propose a virtual reality platform for training the surgical reduction of supracondylar fractures of the humerus using MIPO. The system presents a detailed surgical theater where the surgeon has to place the bone fragments properly. Methods Seven experienced users were selected to perform a surgical reduction using our proposal. Two paired humeri were scanned from a dataset obtained from the Complejo Hospitalario de Jaén. A virtual fracture was performed in one side of the pair, using the other as contralateral part. Users have to simulate a reduction for each case and fill out a survey about usability, using a five-option Likert scale. Results The subjects have obtained excellent scores in both simulations. The users have notably reduced the time employed in the second experiment, being 60% less in average. Subjects have valued the usability (5.0), the intuitiveness (4.6), comfort (4.5), and realism (4.9) in a 1–5 Likert scale. The mean score of the usability survey was 4.66. Conclusion The system has shown a high learning rate, and it is expected that the trainees will reach an expert level after additional runs. By focusing on the movement of bone fragments, specialists acquire motor skills to avoid the malrotation of MIPO-treated fractures. A future study can fulfill the requirements needed to include this training system into the protocol of real surgeries. Therefore, we expect the system to increase the confidence of the trainees as well as to improve their decision making.


2021 ◽  
Author(s):  
Yue Luo ◽  
Mei Li ◽  
JianLan Ren ◽  
Jian Tang ◽  
YanHua Chen

BACKGROUND Sufficient emergency preparedness is the key factor to respond effectively and recover from major emergent infectious diseases (MEID). However, in the face of MEID, public emergency preparedness is insufficient, so it is urgent to improve public emergency preparedness. The rapid development of virtual reality and human-computer interaction provides unprecedented opportunities for innovative education methods. OBJECTIVE To design a virtual reality interactive training system (VRITS) to improve public emergency preparedness under MEID, so that the public can respond effectively and recover from MEID. METHODS This study takes the interactive narrative theory, situated learning theory and human-computer interaction theory as the theoretical framework to guide the design of software. Using literature research method and Delphi method, consulting and interviewing multi-disciplinary experts such as pedagogy, medicine, psychology, public health and computer to determine the educational content framework and operating system framework of the VRITS. RESULTS The VRITS is named the People’s War Against Epidemic. The educational content framework includes 21 knowledge, emotion and behavior skills in six aspects, such as cooperating with prevention and control work, improving basic equipment, ensuring personal safety, preparing economic resources, managing self-emotion, and improving emergency response ability. The operating system framework includes virtual interactive training module, knowledge corner module, intelligent evaluation module and community forum module, and the core module is a virtual interactive training module. In this module, users control the virtual characters to move in various scenes in the community, and then identify and analyze the controllability and harmfulness of the evolving epidemic and selects the correct prevention and control strategy to avoid infection by themselves and others. CONCLUSIONS The People’s War Against Epidemic creates a realistic learning situation for the trainers, enhances the immersion and experience of the trainers, enriches the theoretical system and education resource database of emergency preparedness training under the MEID, and improves the effectiveness, fairness, accessibility and participation of education.


Author(s):  
Aleksandr Ivanovich Efimov ◽  
Nikita Andreevich Balily

The subject of study is the implementation of control systems for unmanned aerial vehicles. As their solution, a method of teaching and testing of these systems by immersing the entire system and its individual components into a virtual reality as close as possible to real conditions is proposed. The advantages and difficulties of implementation in relation to each of the system modules involved are considered. For each of the difficulties the authors propose solutions. The most successful scopes of application are revealed, and also possibility of application of the given method to land and surface vehicles is allocated. In the framework of this work, the existing aircraft control systems and the use of virtual reality within the framework of training their individual parts are investigated and the option of extending the use of such methods to the entire control system with an analysis of the advantages and disadvantages of this approach is proposed. The novelty of this article lies in the training of control systems for unmanned aerial vehicles by immersing it in virtual reality. The completeness and flexibility of such a training system is able, on the one hand, to adapt to any equipment configuration, on the other hand, to provide the highest quality training. The most important aspect is ensuring that you can use a larger proportion of the learning algorithms than is possible in other cases. In addition, this approach to the crane is useful in the framework of video navigation in connection with the possibility of better implementation of computer vision. The article shows the relevance of the research and the effectiveness of this method in the framework of aircraft control systems and proposed its application to other vehicles.


Author(s):  
Johanna Spallek ◽  
Juliane Kuhl ◽  
Nadine Wortmann ◽  
Jan-Hendrik Buhk ◽  
Andreas Maximilian Frölich ◽  
...  

AbstractA neurointerventional training model called HANNES (Hamburg ANatomical NEurointerventional Simulator) has been developed to replace animal models in catheter-based aneurysm treatment training. A methodical approach to design for mass adaptation is applied so that patient-specific aneurysm models can be designed recurrently based on real patient data to be integrated into the training system.HANNES’ modular product structure designed for mass adaptation consists of predefined and individualized modules that can be combined for various training scenarios. Additively manufactured, individualized aneurysm models enable high reproducibility of real patient anatomies. Due to the implementation of a standardized individualization process, order-related adaptation can be realized for each new patient anatomy with modest effort. The paper proves how the application of design for mass adaptation leads to a well-designed modular product structure of the neurointerventional training model HANNES, which supports quality treatment and provides an animal-free and patient-specific training environment.


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