Objectives: fenestration of stent-graft (IVFS) demands high-precision navigation methods to achieve optimal surgical outcomes. This study aims to propose an augmented reality (AR) navigation method for IVFS, which can provide overlay display to locate fenestration positions.
Methods: We propose an AR navigation method to assist doctors in performing IVFS. A deep learning-based aorta segmentation algorithm is used to achieve automatic and rapid aorta segmentation. The Vuforia-based virtual-real registration and marker recognition algorithm are integrated to ensure accurate AR image.
Results: The proposed method can provide three-dimensional AR image, and the fiducial registration error after virtual-real registration is 2.070 mm. The aorta segmentation experiment obtains dice similarity coefficient of 91.12% and Hausdorff distance of 2.59, better than conventional algorithms before improvement.
Conclusions: The proposed method can intuitively and accurately locate fenestration positions, and therefore can assist doctors in performing IVFS.
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http://dx.doi.org/10.1080/24699322.2023.2289339 | DOI Listing |
Med Biol Eng Comput
January 2025
Mechanical Engineering Department, Tianjin University, No. 135, Yaguan Road, Haihe Education Park, Jinnan District, Tianjin City, 300350, China.
The use of AR technology in image-guided neurosurgery enables visualization of lesions that are concealed deep within the brain. Accurate AR registration is required to precisely match virtual lesions with anatomical structures displayed under a microscope. The purpose of this work was to develop a real-time augmented surgical navigation system using contactless line-structured light registration, microscope calibration, and visible optical tracking.
View Article and Find Full Text PDFBMJ Open
January 2025
Department of Rheumatology and Physiotherapy, Third Faculty of Medicine, Charles University and Thomayer University Hospital, Prague, Czech Republic
Introduction: Upper limb (UL) impairment is common in people with multiple sclerosis (pwMS), and functional recovery of the UL is a key rehabilitation goal. Technology-based approaches, like virtual reality (VR), are increasingly promising. While most VR environments are task-oriented, our clinical approach integrates neuroproprioceptive 'facilitation and inhibition' (NFI) principles.
View Article and Find Full Text PDFNeurorehabil Neural Repair
December 2024
Department of Physical Therapy, University of British Columbia, Vancouver, BC, Canada.
Background: Upper limb activity following stroke is low, which may limit recovery. We investigated whether a virtually-delivered upper limb program, that included a wearable device with reach-to-grasp feedback, would increase upper limb activity after stroke.
Methods: This was a parallel-group, assessor-blinded, randomized control trial conducted at 6 sites across 5 provinces of the CanStroke Recovery Trials Platform between 2020 to 2022.
BMC Pediatr
December 2024
Department of Paediatrics and Adolescent Medicine, University Hospital Rigshospitalet, Copenhagen, Denmark.
Background: Many children and adolescents with cerebral palsy (CP) experience cognitive difficulties, impacting their academic, social, and emotional well-being. A Danish study from 2023 revealed that merely 40% of individuals with CP complete their elementary school education, and previous neuropsychological studies have found that most children and adolescents with CP experience cognitive difficulties. Yet, cognitive functioning is often assumed rather than assessed, and CP follow-up programs focus predominantly on physical functioning.
View Article and Find Full Text PDFJ Mol Graph Model
March 2025
School of Life Sciences, École Polytechnique Fédérale de Lausanne, CH-1015, Switzerland. Electronic address:
MolecularWebXR is a new web-based platform for education, science communication and scientific peer discussion in chemistry and biology, based on modern web-based Virtual Reality (VR) and Augmented Reality (AR). With no installs as it is all web-served, MolecularWebXR enables multiple users to simultaneously explore, communicate and discuss concepts about chemistry and biology in immersive 3D environments, by manipulating and passing around objects with their bare hands and pointing at different elements with natural hand gestures. Users may either be present in the same physical space or distributed around the world, in the latter case talking naturally with each other thanks to built-in audio.
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