scholarly journals Virtual reality surgical simulation as a tuition aid for understanding surgical temporal bone anatomy: trial on 15 ear, nose, and throat registrars

B-ENT ◽  
2020 ◽  
Vol 16 (2) ◽  
pp. 103-108
Author(s):  
Florence Rogister ◽  
◽  
Caroline Salmon ◽  
Alexandre Ghuysen ◽  
Peter J. Andrews ◽  
...  
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.


1994 ◽  
Vol 108 (1) ◽  
pp. 3-8 ◽  
Author(s):  
David G. Golding-Wood

Increasing concern with medicolegal issues has heightened the need for surgical simulation in training. Familiarity with the surgical anatomy of the temporal bone is essential for effective and safe otological surgery. Refinement of surgical technique and intimate knowledge of temporal bone anatomy can be gained by accurate dissection. The products of such endeavours are both illustrative and instructive. The issues, methods and techniques necessary for display of anatomical dissections are discussed.


Author(s):  
Tomi Timonen ◽  
Aarno Dietz ◽  
Pia Linder ◽  
Antti Lehtimäki ◽  
Heikki Löppönen ◽  
...  

Abstract Purpose There is only limited data on the application of virtual reality (VR) for the evaluation of temporal bone anatomy. The aim of the present study was to compare the VR environment to traditional cross-sectional viewing of computed tomography images in a simulated preoperative planning setting in novice and expert surgeons. Methods A novice (n = 5) and an expert group (n = 5), based on their otosurgery experience, were created. The participants were asked to identify 24 anatomical landmarks, perform 11 distance measurements between surgically relevant anatomical structures and 10 fiducial markers on five cadaver temporal bones in both VR environment and cross-sectional viewings in PACS interface. The data on performance time and user-experience (i.e., subjective validation) were collected. Results The novice group made significantly more errors (p < 0.001) and with significantly longer performance time (p = 0.001) in cross-sectional viewing than the expert group. In the VR environment, there was no significant differences (errors and time) between the groups. The performance of novices improved faster in the VR. The novices showed significantly faster task performance (p = 0.003) and a trend towards fewer errors (p = 0.054) in VR compared to cross-sectional viewing. No such difference between the methods were observed in the expert group. The mean overall scores of user-experience were significantly higher for VR than cross-sectional viewing in both groups (p < 0.001). Conclusion In the VR environment, novices performed the anatomical evaluation of temporal bone faster and with fewer errors than in the traditional cross-sectional viewing, which supports its efficiency for the evaluation of complex anatomy.


2020 ◽  
pp. bmjstel-2020-000592
Author(s):  
Bridget Copson ◽  
Sudanthi Wijewickrema ◽  
Laurence Sorace ◽  
Randall Jones ◽  
Stephen O'Leary

ObjectiveTo investigate the effectiveness of a virtual reality (VR), three-dimensional (3D) clinically orientated temporal bone anatomy module, including an assessment of different display technologies.MethodsA clinically orientated, procedural and interactive anatomy module was generated from a micro-CT of a cadaveric temporal bone. The module was given in three different display technologies; 2D, 3D with monoscopic vision, and 3D with stereoscopic vision. A randomised control trial assessed the knowledge acquisition and attitudes of 47 medical students though a pretutorial and post-tutorial questionnaire. The questionnaire included questions identifying anatomic structures as well as understanding structural relations and clinical relevance. Furthermore, a five-point Likert scale assessed the students’ attitudes to the module and alternative learning outcomes, such as interest in otology and preparedness for clinical rotations.ResultsAs a whole cohort, the total test score improved significantly, with a large effect size (p≤0.005, Cohen’s d=1.41). The 23 students who returned the retention questionnaire had a significant improvement in total test score compared with their pretutorial score, with a large effect size (p≤0.005, Cohen’s d=0.83). Display technology did not influence the majority of learning outcomes, with the exception of 3D technologies, showing a significantly improvement in understanding of clinical relevance and structural relations (p=0.034). Students preferred 3D technologies for ease of use, perceived effectiveness and willingness to use again.ConclusionsThe developed VR temporal bone anatomy tutor was an effective self-directed education tool. 3D technology remains valuable in facilitating spatial learning and superior user satisfaction.


2018 ◽  
Vol 132 (12) ◽  
pp. 1072-1076 ◽  
Author(s):  
T Hardcastle ◽  
A Wood

AbstractObjectiveTo examine the impact of temporal bone virtual reality surgical simulator use in the undergraduate otorhinolaryngology curriculum.MethodsMedical students attended a workshop involving the use of a temporal bone virtual reality surgical simulator. Students completed a pre-workshop questionnaire on career interests. A post-workshop questionnaire evaluated the perceived usefulness and enjoyment of the virtual reality surgical simulator experience, and assessed changes in their interest in ENT.ResultsThirty-two fifth-year University of Auckland medical students were recruited. The majority of students (53.1 per cent) had already chosen their career path. The simulator experience was useful for: stimulating thoughts around career plans (71.9 per cent), providing hands-on experience (93.8 per cent) and teaching disease processes (93.8 per cent). After the workshop, 53.1 per cent of students were more interested in a career in ENT.ConclusionVirtual reality may be a fun and engaging way of teaching ENT. Furthermore, it could help guide student career planning.


2017 ◽  
Vol 2017 ◽  
pp. 1-8 ◽  
Author(s):  
M. Varoquier ◽  
C. P. Hoffmann ◽  
C. Perrenot ◽  
N. Tran ◽  
C. Parietti-Winkler

Objective. To assess the face, content, and construct validity of the Voxel-Man TempoSurg Virtual Reality simulator. Participants and Methods. 74 ear, nose, and throat (ENT) surgeons participated. They were assigned to one of two groups according to their level of expertise: the expert group (n=16) and the novice group (n=58). The participants performed four temporal bone dissection tasks on the simulator. Performances were assessed by a global score and then compared to assess the construct validity of the simulator. Finally, the expert group assessed the face and content validity by means of a five-point Likert-type scale. Results. experienced surgeons performed better (p<.01) and faster (p<.001) than the novices. However, the groups did not differ in terms of bone volume removed (p=.11) or number of injuries (p=.37). 93.7% of experienced surgeons stated they would recommend this simulator for anatomical learning. Most (87.5%) also thought that it could be integrated into surgical training. Conclusion. The Voxel-Man TempoSurg Virtual Reality simulator constitutes an interesting complementary tool to traditional teaching methods for training in otologic surgery.


2020 ◽  
Vol 162 (6) ◽  
pp. 922-925 ◽  
Author(s):  
Samuel R. Barber ◽  
Saurabh Jain ◽  
Michael A. Mooney ◽  
Kaith K. Almefty ◽  
Michael T. Lawton ◽  
...  

Mastery of lateral skull base (LSB) surgery requires thorough knowledge of complex, 3-dimensional (3D) microanatomy and techniques. While supervised operation under binocular microscopy remains the training gold standard, concerns over operative time and patient safety often limit novice surgeons’ stereoscopic exposure. Furthermore, most alternative educational resources cannot meet this need. Here we present proof of concept for a tool that combines 3D-operative video with an interactive, stereotactic teaching environment. Stereoscopic video was recorded with a microscope during translabyrinthine approaches for vestibular schwannoma. Digital imaging and communications in medicine (DICOM) temporal bone computed tomography images were segmented using 3D-Slicer. Files were rendered using a game engine software built for desktop virtual reality. The resulting simulation was an interactive immersion combining a 3D operative perspective from the lead surgeon’s chair with virtual reality temporal bone models capable of hands-on manipulation, label toggling, and transparency modification. This novel tool may alter LSB training paradigms.


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