Objective: Evaluation of the benefits of a virtual reality (VR) environment with a head-mounted display (HMD) for decision-making in liver surgery.
Background: Training in liver surgery involves appraising radiologic images and considering the patient's clinical information. Accurate assessment of 2D-tomography images is complex and requires considerable experience, and often the images are divorced from the clinical information. We present a comprehensive and interactive tool for visualizing operation planning data in a VR environment using a head-mounted-display and compare it to 3D visualization and 2D-tomography.
Methods: Ninety medical students were randomized into three groups (1:1:1 ratio). All participants analyzed three liver surgery patient cases with increasing difficulty. The cases were analyzed using 2D-tomography data (group "2D"), a 3D visualization on a 2D display (group "3D") or within a VR environment (group "VR"). The VR environment was displayed using the "Oculus Rift ™" HMD technology. Participants answered 11 questions on anatomy, tumor involvement and surgical decision-making and 18 evaluative questions (Likert scale).
Results: Sum of correct answers were significantly higher in the 3D (7.1 ± 1.4, p < 0.001) and VR (7.1 ± 1.4, p < 0.001) groups than the 2D group (5.4 ± 1.4) while there was no difference between 3D and VR (p = 0.987). Times to answer in the 3D (6:44 ± 02:22 min, p < 0.001) and VR (6:24 ± 02:43 min, p < 0.001) groups were significantly faster than the 2D group (09:13 ± 03:10 min) while there was no difference between 3D and VR (p = 0.419). The VR environment was evaluated as most useful for identification of anatomic anomalies, risk and target structures and for the transfer of anatomical and pathological information to the intraoperative situation in the questionnaire.
Conclusions: A VR environment with 3D visualization using a HMD is useful as a surgical training tool to accurately and quickly determine liver anatomy and tumor involvement in surgery.
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http://dx.doi.org/10.1007/s00464-023-10615-8 | DOI Listing |
PLoS One
January 2025
Department of Human Centered Design, Cornell University, Ithaca, New York, United States of America.
The increased adoption of three-dimensional (3D) digital prototyping software programs makes it necessary to train novice designers to use these programs efficiently. However, existing studies spanning from engineering to design education indicate that students feel incompetent in understanding 3D digital prototypes and navigating the software, so there is a need to find effective training methods. In the current study, training modules were developed to teach participants fit correction skills through an iterative problem-based learning (PBL) approach.
View Article and Find Full Text PDFPLoS One
January 2025
IDEA Lab, University of British Columbia, Vancouver, BC, Canada.
Both virtual reality and aromatherapy have shown promising impacts on the health and well-being of older adults. Aromatherapy has been reported to enhance immersive experiences during virtual reality programs. However, studies on the combined use and impact of virtual reality and aromatherapy for older adults have not been systematically reviewed.
View Article and Find Full Text PDFPsychol Trauma
January 2025
Department of Psychiatry, First Affiliated Hospital of Jinan University.
Objective: Eye movement desensitization and reprocessing therapy (EMDR) is effective in treating major depressive disorder (MDD) with childhood trauma, and virtual reality (VR) can further extend its application form. However, the utilization of VR-EMDR in treating MDD with childhood trauma is still in its infancy, and whether it can improve depressive symptoms and traumatic experience remains unknown.
Method: Seventy-two MDD patients were randomly allocated to the intervention group and the wait-list control group on a 1:1 basis.
J Vis
January 2025
Neuroscience Program, University of Western Ontario, London, Ontario, Canada.
Human performance in perceptual and visuomotor tasks is enhanced when stimulus motion follows the laws of gravitational physics, including acceleration consistent with Earth's gravity, g. Here we used a manual interception task in virtual reality to investigate the effects of trajectory shape and orientation on interception timing and accuracy. Participants punched to intercept a ball moving along one of four trajectories that varied in shape (parabola or tent) and orientation (upright or inverted).
View Article and Find Full Text PDFJ Vis
January 2025
Magic Leap Switzerland GmbH, Zürich, Switzerland.
When rendering the visual scene for near-eye head-mounted displays, accurate knowledge of the geometry of the displays, scene objects, and eyes is required for the correct generation of the binocular images. Despite possible design and calibration efforts, these quantities are subject to positional and measurement errors, resulting in some misalignment of the images projected to each eye. Previous research investigated the effects in virtual reality (VR) setups that triggered such symptoms as eye strain and nausea.
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