scholarly journals Comparative Effectiveness of Virtual Reality (VR) vs 3D Printed Models of Congenital Heart Disease in Resident and Nurse Practitioner Educational Experience

Author(s):  
Jonathan Awori ◽  
Seth D. Friedman ◽  
Christopher Howard ◽  
Richard Kronmal ◽  
Sujatha Buddhe

Abstract Background: Medical trainees frequently note that cardiac anatomy is difficult to conceive within a two dimensional framework. The dynamics of flow and nuances of defects become more apparent when framed in three-dimensional models. Given the evidence of improved comprehension using such modeling, this study aimed to contribute further to that understanding by comparing Virtual Reality (VR) and 3D printed models (3DP) in medical education. Objectives: We sought to systematically compare the perceived subjective effectiveness of Virtual Reality (VR) and 3D printed models (3DP) in the educational experience of residents and nurse practitioners. Methods: Trainees and practitioners underwent individual 15-minute teaching sessions in which features of an anatomically normal heart as well as a congenitally diseased heart were demonstrated using both Virtual Reality (VR) and 3-D printed models (3DP). Participants then briefly explored each modality before filling out a short survey in which they identified which model (3DP or VR) they felt was more effective in enhancing their understanding of cardiac anatomy and associated defects. The survey included a binary summative assessment and a series of Likert scale questions addressing usefulness of each model type and degree of comfort with each modality. Results: 27 pediatric residents and 3 nurse practitioners explored models of normal heart and tetralogy of Fallot pathology. Participants endorsed a greater degree of understanding with VR models (8.5±1) compared with 3D Printed models (6.3±1.8) or traditional models of instruction (5.5±1.5) p<0.001. Most participants had minimal prior exposure to VR (1.1 ± 0.4) or 3-D printed models (2.1 ± 1.5). Most participants felt comfortable with modern technology (7.6 ± 2.1). 87% of participants preferred VR over 3DP. Conclusions: Our study shows that, overall, VR was preferred over 3DP models by pediatric residents and nurse practitioners for understanding cardiac anatomy and pathophysiology.

2018 ◽  
Vol 10 (6) ◽  
pp. 168781401878363 ◽  
Author(s):  
Nien-Tsu Hu ◽  
Pu-Sheng Tsai ◽  
Ter-Feng Wu ◽  
Jen-Yang Chen ◽  
Lin Lee

This article explores the construction of a geometric virtual reality platform for the environmental navigation. Non-panoramic photos and wearable electronics with Bluetooth wireless transmission functions are used to combine the user’s actions with the virtual reality environment in a first-person virtual reality platform. The 3ds Max animation software is used to create three-dimensional models of real buildings. These models are combined with the landscape models in Unity3d to create a virtual campus scene that matches real landscape. The wearable device included an ATMega168 chip as a microcontroller; it was connected to a three-axis accelerometer, a gyroscope, and a Bluetooth transmitter to detect and transmit various movements of the user. Although the development of the mechatronics, software, and engineering involved in the three-dimensional animation are the main objective, we believe that the methods and techniques can be modified for various purposes. After the system architecture was created and the operations of the platform were verified, wearable devices and virtual reality scenes are concluded to be able to be used together seamlessly.


2009 ◽  
Vol 124 (2) ◽  
pp. 119-125 ◽  
Author(s):  
A P George ◽  
R De

AbstractObjective:We aimed to review the history of anatomical dissection, and to examine how modern educational techniques will change the way temporal bone dissection is taught to otolaryngology trainees.Method:Review of the literature using Medline, Embase and PubMed database searches.Results:Temporal bone anatomy has traditionally been taught using cadaveric specimens. However, resources such as three-dimensional reconstructed models and ‘virtual reality’ temporal bone simulators have a place in educating the otolaryngology trainee.Conclusion:We should encourage the use of fresh frozen cadaveric temporal bone specimens for future otologists. Artificial three-dimensional models and virtual reality temporal bone simulators can be used to educate junior trainees, thus conserving the scarce resource of cadaveric bones.


2018 ◽  
Vol 32 (2) ◽  
pp. 238-243 ◽  
Author(s):  
H. S. Maresky ◽  
A. Oikonomou ◽  
I. Ali ◽  
N. Ditkofsky ◽  
M. Pakkal ◽  
...  

2018 ◽  
Vol 10 (11) ◽  
pp. 4262 ◽  
Author(s):  
Cecile Meier ◽  
Jose Saorín ◽  
Jorge de la Torre-Cantero ◽  
Manuel Díaz-Alemán

At present it is easy to digitalize sculptural heritage in 3D. Three-dimensional models allow for visualization of the work from all angles. The result can be seen in three-dimensional visors, in virtual reality, or by means of 3D-printed replicas. However, the recipient continues to be, as is also the case in books and videos, a passive spectator of the cultural patrimony. In order to promote participation and to increase interest in local heritage, alternative methods for promotion of the digital patrimony have been developed. In this article, two means of publicizing local (less-known) heritage in an active manner have been described. On the one hand, the transformation of 3D models into cut-outs (paper toys) where it is necessary to make the sculptures by hand, and on the other hand, the incorporation of the models into the video game Minecraft, an immersed 3D world which permits visiting or generating content. To validate these alternatives, two examples based on the sculptures of Santa Cruz de Tenerife (Spain) have been created, and they have been used in pilot studies in schools in order to obtain a first appraisal of user satisfaction.


Author(s):  
Gennady E. Zhuravlyov

This paper outlines the main Human Factors/Ergonomic tasks to be solved to enhance the safety of the Shelter (Sarcophagus) of the Chernobyl Nuclear Power Plants's destroyed Unit #4 during current maintanance and forthcoming reconstruction as were observed during our visit to this site. The convential Human Factors problems are connected to personnel activities such as: traffic organization, radiation cartography, communications, monitoring of the personnel activity inside the Shelter, protective clothes, instruments, illumination, and ventilation. Macroergonomic problems include: uncertainty, risk to health, and high technical level of instruments and equipment used. Shelter workers have to assimilate many different professions and the scope of their training needs to be very large. Both situational and spatial uncertainties of the Shelter set special training problems. Three dimensional models and virtual reality tools are needed to help in solve these problems. Psychological training should also be conducted. The investigation was performed within the framework of cooperation between Russian an American ergonomists (Parsons et al. 1992).


Neurosurgery ◽  
2019 ◽  
Vol 85 (2) ◽  
pp. E343-E349 ◽  
Author(s):  
David Bairamian ◽  
Shinuo Liu ◽  
Behzad Eftekhar

Abstract BACKGROUND Three-dimensional (3D) visualization of the neurovascular structures has helped preoperative surgical planning. 3D printed models and virtual reality (VR) devices are 2 options to improve 3D stereovision and stereoscopic depth perception of cerebrovascular anatomy for aneurysm surgery. OBJECTIVE To investigate and compare the practicality and potential of 3D printed and VR models in a neurosurgical education context. METHODS The VR angiogram was introduced through the development and testing of a VR smartphone app. Ten neurosurgical trainees from Australia and New Zealand participated in a 2-part interactive exercise using 3 3D printed and VR angiogram models followed by a questionnaire about their experience. In a separate exercise to investigate the learning curve effect on VR angiogram application, a qualified neurosurgeon was subjected to 15 exercises involving manipulating VR angiograms models. RESULTS VR angiogram outperformed 3D printed model in terms of resolution. It had statistically significant advantage in ability to zoom, resolution, ease of manipulation, model durability, and educational potential. VR angiogram had a higher questionnaire total score than 3D models. The 3D printed models had a statistically significant advantage in depth perception and ease of manipulation. The results were independent of trainee year level, sequence of the tests, or anatomy. CONCLUSION In selected cases with challenging cerebrovascular anatomy where stereoscopic depth perception is helpful, VR angiogram should be considered as a viable alternative to the 3D printed models for neurosurgical training and preoperative planning. An immersive virtual environment offers excellent resolution and ability to zoom, potentiating it as an untapped educational tool.


Author(s):  
V. Barrile ◽  
A. Fotia ◽  
E. Bernardo

<p><strong>Abstract.</strong> On 21 and 22 August 1972, a young diver near the coast of Riace Marina (South Italy) found two bronze statues representing one of the highest moments of the sculptural production and the most important archaeological discovery of the last century: the Riace Bronzes. The Geomatics Laboratory of the Mediterranean University of Reggio Calabria sets a goal to relive and re-propose the experience of a real immersion and the exciting moment of the discovery: an immersive journey in the interest of interactivity in virtual reality. Immersive Virtual Reality tries to combine the real and the virtual world, even involving our senses. In other words, it allows us to enter into the scenery like the virtual reality one, but without being just simple spectators. We become protagonists and we can participate and decide what to do and how to do it. Unity 3D is the multi-platform development environment used. The scenarios and the objects included in the scene from three-dimensional models were realized through photogrammetric techniques (seabed and bronzes). Remote Operated Vehicles (ROVs) have been widely used in recent times by researchers to explore underwater environments, both in shallow and deep water, for different types of studies. The seabed was detected through the aid of an experimental ROV (realized in a broader project of agreement with the IPCF CNR Messina). The use of a grid of known dimensions assisted the ROV’s use in order to correct the effects of distortion effects obtained in water. The proposed app is still being perfected and completed.</p>


2019 ◽  
Vol 3 (11) ◽  
pp. 176
Author(s):  
Salvatore Orlando ◽  
Ignazio Pillitteri ◽  
Fabrizio Bocchino ◽  
Laura Daricello ◽  
Laura Leonardi

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