scholarly journals Objective assessment of surgeon’s psychomotor skill using virtual reality module

Author(s):  
Siti Nor Zawani Ahmmad ◽  
Eileen Su Lee Ming ◽  
Yeong Che Fai ◽  
Suneet Sood ◽  
Anil Gandhi ◽  
...  

<span>This study aims to identify measurable parameters that could be used as objective assessment parameters to evaluate surgical dexterity using computer-based assessment module. A virtual reality module was developed to measure dynamic and static hand movements in a bimanual experimental setting. The experiment was conducted with sixteen subjects divided into two groups: surgeons (N = 5) and non-surgeons (N = 11). Results showed that surgeons outperformed the non-surgeons in motion path accuracy, motion path precision, economy of movement, motion smoothness, end-point accuracy and end-point precision. The six objective parameters can complement existing assessment methods to better quantify a trainee’s performance. These parameters also could provide information of hand movements that cannot be measured with the human eye. An assessment strategy using appropriate parameters could help trainees learn on computer-based systems, identify their mistakes and improve their skill towards the competency, without relying too much on bench models and cadavers.</span>

2016 ◽  
Vol 78 (7-5) ◽  
Author(s):  
Siti Nor Zawani Ahmmad ◽  
Eileen Su Lee Ming ◽  
Yeong Che Fai ◽  
Suneet Sood ◽  
Anil Gandhi

The purpose of this study was to identify measurable parameters that can be used to quantitatively assess psychomotor skills, specifically for surgical skills assessment. Sixteen participants were recruited from two groups: surgeon (N = 5) and non-surgeon (N = 11). Both groups underwent a psychomotor test using a custom developed ‘Green Target’ module which was designed using a virtual reality system. Six parameters were used to compare the psychomotor skills between the two groups. The results showed that surgeons outperformed the non-surgeons in five out of six parameters investigated and the difference was statistically significant. The average normalised comparison values for surgeons and non-surgeons for motion path accuracy, motion path precision, economy of movement, end-point accuracy and end-point precision were 0.13+0.12 and 0.17+0.12, 0.08+0.11 and 0.10+0.10, 3.76+1.76 and 4.08+2.24, 0.12+0.10 and 0.17+0.11, 0.04+0.10 and 0.07+0.10 respectively, p < 0.05). These parameters can potentially be used to objectively assess the performance of surgical skill.  


2012 ◽  
Vol 75 (4) ◽  
pp. AB364
Author(s):  
Keith S. Mcintosh ◽  
Nitin V. Khanna ◽  
James C. Gregor

Author(s):  
Belén Rubio Ballester ◽  
Fabrizio Antenucci ◽  
Martina Maier ◽  
Anthony C. C. Coolen ◽  
Paul F. M. J. Verschure

Abstract Introduction After a stroke, a wide range of deficits can occur with varying onset latencies. As a result, assessing impairment and recovery are enormous challenges in neurorehabilitation. Although several clinical scales are generally accepted, they are time-consuming, show high inter-rater variability, have low ecological validity, and are vulnerable to biases introduced by compensatory movements and action modifications. Alternative methods need to be developed for efficient and objective assessment. In this study, we explore the potential of computer-based body tracking systems and classification tools to estimate the motor impairment of the more affected arm in stroke patients. Methods We present a method for estimating clinical scores from movement parameters that are extracted from kinematic data recorded during unsupervised computer-based rehabilitation sessions. We identify a number of kinematic descriptors that characterise the patients’ hemiparesis (e.g., movement smoothness, work area), we implement a double-noise model and perform a multivariate regression using clinical data from 98 stroke patients who completed a total of 191 sessions with RGS. Results Our results reveal a new digital biomarker of arm function, the Total Goal-Directed Movement (TGDM), which relates to the patients work area during the execution of goal-oriented reaching movements. The model’s performance to estimate FM-UE scores reaches an accuracy of $$R^2$$ R 2 : 0.38 with an error ($$\sigma$$ σ : 12.8). Next, we evaluate its reliability ($$r=0.89$$ r = 0.89 for test-retest), longitudinal external validity ($$95\%$$ 95 % true positive rate), sensitivity, and generalisation to other tasks that involve planar reaching movements ($$R^2$$ R 2 : 0.39). The model achieves comparable accuracy also for the Chedoke Arm and Hand Activity Inventory ($$R^2$$ R 2 : 0.40) and Barthel Index ($$R^2$$ R 2 : 0.35). Conclusions Our results highlight the clinical value of kinematic data collected during unsupervised goal-oriented motor training with the RGS combined with data science techniques, and provide new insight into factors underlying recovery and its biomarkers.


Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry &amp; Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.


Author(s):  
Jodi Pilgrim ◽  
J. Michael Pilgrim

Technology tools continue to contribute to the digital story formats, and in today's world, multiple modes of communication are used to deliver narratives. Digital storytelling engages an audience by means of computer-based tools to share a message. Through the use of digital technologies like virtual reality (VR), digital stories have evolved to include the concept of immersive storytelling. VR utilizes interactive 360-degree images designed to immerse the user in a virtual environment. Immersive stories provide the storyteller's audience with a sense of being present at the scene. This chapter presents a background on the rationale for the use of VR technologies in storytelling as well as classroom applications for immersive storytelling across all academic disciplines. The technologies and processes for creating an immersive story are presented along with clear steps and recommended websites. In addition, examples of immersive stories are shared.


Author(s):  
Taku Sugiyama ◽  
Tod Clapp ◽  
Jordan Nelson ◽  
Chad Eitel ◽  
Hiroaki Motegi ◽  
...  

Abstract BACKGROUND Adequate surgical planning includes a precise understanding of patient-specific anatomy and is a necessity for neurosurgeons. Although the use of virtual reality (VR) technology is emerging in surgical planning and education, few studies have examined the effectiveness of immersive VR during surgical planning using a modern head-mounted display. OBJECTIVE To investigate if and how immersive VR aids presurgical discussions of cerebrovascular surgery. METHODS A multiuser immersive VR system, BananaVisionTM, was developed and used during presurgical discussions in a prospective patient cohort undergoing cerebrovascular surgery. A questionnaire/interview was administered to multiple surgeons after the surgeries to evaluate the effectiveness of the VR system compared to conventional imaging modalities. An objective assessment of the surgeon's knowledge of patient-specific anatomy was also conducted by rating surgeons’ hand-drawn presurgical illustrations. RESULTS The VR session effectively enhanced surgeons’ understanding of patient-specific anatomy in the majority of cases (83.3%). An objective assessment of surgeons’ presurgical illustrations was consistent with this result. The VR session also effectively improved the decision-making process regarding minor surgical techniques in 61.1% of cases and even aided surgeons in making critical surgical decisions about cases involving complex and challenging anatomy. The utility of the VR system was rated significantly higher by trainees than by experts. CONCLUSION Although rated as more useful by trainees than by experts, immersive 3D VR modeling increased surgeons’ understanding of patient-specific anatomy and improved surgical strategy in certain cases involving challenging anatomy.


Author(s):  
Patricia L. Rogers

From filmstrips and mimeographs, to computer-based simulations and virtual reality, technology seems to dominate teachers’ lives as they master the new instructional media for use in their classrooms. Good teaching and learning practices tend to take a back seat while the focus on mastery of the technology reduces teaching into basic presentations and lectures, a format most easily controlled by the instructor. While most pre-K-12 and post-secondary instructors do develop effective courses in which students learn, many would be hard pressed to describe how they arrive at certain goals and teaching strategies.


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