scholarly journals Head-Mounted Display Use in Surgery: A Systematic Review

2019 ◽  
Vol 27 (1) ◽  
pp. 88-100 ◽  
Author(s):  
Rafa Rahman ◽  
Matthew E. Wood ◽  
Long Qian ◽  
Carrie L. Price ◽  
Alex A. Johnson ◽  
...  

Purpose. We analyzed the literature to determine (1) the surgically relevant applications for which head-mounted display (HMD) use is reported; (2) the types of HMD most commonly reported; and (3) the surgical specialties in which HMD use is reported. Methods. The PubMed, Embase, Cochrane Library, and Web of Science databases were searched through August 27, 2017, for publications describing HMD use during surgically relevant applications. We identified 120 relevant English-language, non-opinion publications for inclusion. HMD types were categorized as “heads-up” (nontransparent HMD display and direct visualization of the real environment), “see-through” (visualization of the HMD display overlaid on the real environment), or “non–see-through” (visualization of only the nontransparent HMD display). Results. HMDs were used for image guidance and augmented reality (70 publications), data display (63 publications), communication (34 publications), and education/training (18 publications). See-through HMDs were described in 55 publications, heads-up HMDs in 41 publications, and non–see-through HMDs in 27 publications. Google Glass, a see-through HMD, was the most frequently used model, reported in 32 publications. The specialties with the highest frequency of published HMD use were urology (20 publications), neurosurgery (17 publications), and unspecified surgical specialty (20 publications). Conclusion. Image guidance and augmented reality were the most commonly reported applications for which HMDs were used. See-through HMDs were the most commonly reported type used in surgically relevant applications. Urology and neurosurgery were the specialties with greatest published HMD use.

1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


2014 ◽  
Vol 2014 ◽  
pp. 1-8 ◽  
Author(s):  
Samah Alfuriji ◽  
Nora Alhazmi ◽  
Nasir Alhamlan ◽  
Ali Al-Ehaideb ◽  
Moatazbellah Alruwaithi ◽  
...  

Objectives.This review aims to evaluate the effect of orthodontic therapy on periodontal health.Data.Original articles that reported on the effect of orthodontic therapy on periodontal health were included. The reference lists of potentially relevant review articles were also sought.Sources.A literature search was conducted using the databases, Medline, EMBASE, Cochrane Library, Web of Science, Google Scholar, and Scopus databases for relevant studies. The search was carried out by using a combined text and the MeSH search strategies: using the key words in different combinations: “periodontal disease,” “orthodontics” and “root resorption.” This was supplemented by hand-searching in peer-reviewed journals and cross-referenced with the articles accessed. Articles published only in English language were included. Letters to the Editor, historical reviews and unpublished articles were not sought.Conclusions.Within the limitations of the present literature review, it was observed that there is a very close inter-relationship between the periodontal health and the outcome of orthodontic therapy.


2021 ◽  
Author(s):  
Maria Jesus Vinolo-Gil ◽  
Gloria Gonzalez-Medina ◽  
David Lucena-Anton ◽  
Veronica Perez-Cabezas ◽  
María Del Carmen Ruiz-Molinero ◽  
...  

BACKGROUND Augmented reality is a booming technology. It consists of generating new images from digital information in the real physical environment of a person, simulating an environment where the artificial and the real would be mixed. The use of augmented reality, in physiotherapy, has shown benefits in certain areas of patient health. However, these have not been studied as a whole. OBJECTIVE To determine the use of augmented reality as a complement in physiotherapy. METHODS A systematic review registered in PROSPERO was performed following PRISMA recommendations. The search was conducted from February to April 2020 in the PubMed, PEDro, Web of Science, Scopus, and Cochrane Library scientific databases, using the keywords “augmented reality,” “physiotherapy,” and “physical therapy.” The methodological quality was evaluated using the PEDro scale and the SIGN scale to determine the degree of recommendation. RESULTS Eight articles were included. Fifty percent obtained a high methodological quality and a degree of recommendation of evidence. CONCLUSIONS Augmented reality in combination with conventional therapy has been used for the treatment of balance and fall prevention in geriatrics, lower and upper limb functionality in stroke, and pain in phantom pain syndrome. Further clinical trials are needed using larger sample sizes and with greater homogeneity in terms of the device used and the frequency and intensity of interventions. In general, a promising future is foreseen for augmented reality used as an adjunct in physiotherapy.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2020 ◽  
Vol 88 ◽  
pp. 103145 ◽  
Author(s):  
Susanna Aromaa ◽  
Antti Väätänen ◽  
Iina Aaltonen ◽  
Vladimir Goriachev ◽  
Kaj Helin ◽  
...  

Author(s):  
Ankur Kumar

Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.


Author(s):  
Jonas D. Großekathöfer ◽  
Christian Seis ◽  
Matthias Gamer

AbstractHumans often show reduced social attention in real situations, a finding rarely replicated in controlled laboratory studies. Virtual reality is supposed to allow for ecologically valid and at the same time highly controlled experiments. This study aimed to provide initial insights into the reliability and validity of using spherical videos viewed via a head-mounted display (HMD) to assess social attention. We chose five public places in the city of Würzburg and measured eye movements of 44 participants for 30 s at each location twice: Once in a real environment with mobile eye-tracking glasses and once in a virtual environment playing a spherical video of the location in an HMD with an integrated eye tracker. As hypothesized, participants demonstrated reduced social attention with less exploration of passengers in the real environment as compared to the virtual one. This is in line with earlier studies showing social avoidance in interactive situations. Furthermore, we only observed consistent gaze proportions on passengers across locations in virtual environments. These findings highlight that the potential for social interactions and an adherence to social norms are essential modulators of viewing behavior in social situations and cannot be easily simulated in laboratory contexts. However, spherical videos might be helpful for supplementing the range of methods in social cognition research and other fields. Data and analysis scripts are available at https://osf.io/hktdu/.


2019 ◽  
Vol 8 (1) ◽  
pp. 334-341
Author(s):  
Yoze Rizki ◽  
Mochamad Hariadi

ABSTRACT In Augmented Reality, the object lighting factor becomes a matter of concern. Lighting of virtual objects that have been manually generated is considered less realistic. Real time dynamic light generation system is needed to make an Augmented Reality application more realistic. With the generation of dynamic virtual light, AR objects lighting can be generated at the position and intensity of light colors that match the light source from the real environment around the AR object. In this study a light generation system was made with reference to the color intensity of light and the direction of light in the real environment. Retrieval of the light source color is done by retrieving the color value of a pixel with the highest intensity of brightness.Retrieval of the position of the light source is done by determining the axis of the pixel on the marker image which has the highest brightness level. From the results of 1st experiment through 4th experiment, the percentage of position equality is 92.10% from the actual position. From the results of the color experiment, it was found that the percentage of the light color of the results compared with the color of the source light was 66.66%.  Low percentage of color similarity caused by light reflection on high gray value on marker (> 180), and other light sources that affect the light output generated by the Unity3D game engine in the simulation.


2012 ◽  
Vol 162 ◽  
pp. 344-351 ◽  
Author(s):  
Florin Gîrbacia ◽  
Gheorghe Leonte Mogan ◽  
Tudor Paunescu

This paper presents a prototype system for off-line programming of industrial robot RV-M1 using augmented reality technology. The system allows controlling a virtual model of the industrial robot co-located in the real environment, planning configurations, generating robot program and simulating the robot actions. The proposed architecture makes it possible to manipulate, pick or place the objects in the scene. The advantage of this system is use of inexpensive equipment for intuitive off-line programming of an industrial robot.


2012 ◽  
Vol 463-464 ◽  
pp. 1654-1657 ◽  
Author(s):  
Florin Gîrbacia ◽  
Mihai Duguleana ◽  
Adrian Stavar

This paper presents a methodology and a prototype system for off-line programming of an industrial robot using augmented reality technology. The system allows to control a virtual model of the industrial robot co-located in the real environment, planning for collision-free paths, generate robot program and simulate the robot actions before the real robot perform the task. The advantage of this system is use of inexpensive equipment for intuitive off-line programming of an industrial robot.


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