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Virtual paracentesis simulation snapshots: (a) solid and (b) alpha-transparency rendering. 

Virtual paracentesis simulation snapshots: (a) solid and (b) alpha-transparency rendering. 

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Effective, real-time training of health care professionals in invasive procedures is a challenging task. Furthermore, assessing in practice the acquisition of the dexterity and skills required to safely perform such operations is particularly difficult to perform objectively and reliably. The development of virtual reality (VR) simulators offers gr...

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... Figure 2 shows two screen snapshots of the virtual paracentesis simulation, including 3D renderings of the human skin in solid and alpha-transparency mode (with visible bony structures, lungs, and part of the vascular tree involved in the considered paracentesis operation). In the current simulator configuration, the system continuously monitors the trajectory of the needle, and its intersection with the surface of the skin and inner organs, to enable the automatic computation of performance evaluation measures based on the simulation of all potential complications in accordance with the situations that may be encountered in the real clinical setting, as will be described more in detail later in this paper. The first step in achieving a visually realistic and physically accurate paracentesis simulation is to develop models for the deformable tissues and anatomical structures of the human body involved in this invasive procedure. Elastic deformation modeling of soft tissues is a wide research area in the field of 3D computer graphics and animation, with many applications particularly in VR-based systems. The two most widely employed generic methodologies are based on: (a) mass-spring models, where the deformable object is modeled as a lattice of point masses interconnected by spring/damping elements; and (b) finite element (FE) models, which are based on the discretization of a continuum elasticity model (Gibson & Mirtich, 1997). The use of FE models is typically preferred for surgical simulation applications (Bro-Nielsen, 1998; DiMaio et al., 2003), mainly because these models are tuned more intuitively than mass-spring nets. However, to enable real-time interaction with 3D FE models, long preprocessing steps are required, imposing additional constraints related to shape changes and deformation limits. The use of “intelligent model simplifications” for particular applications may overcome these problems in a task-specific context. In this framework, we have developed a simplified 2D (planar) finite element model to simulate deformation of the skin under point load. More details on this approach can be found in Tzafestas, Koumpouros, and Birbas (2004a, 2004b). It must be pointed out here, though, that in the pilot study presented in this paper, visual rendering of the skin deformation during needle insertion was disabled, in order to eliminate any force-substitution effects that this may add to the interactive simulation (since our focus in this study, as will be more clearly described in the rest of the paper, was on the effect of a direct haptic component). Another important issue here is real-time collision detection between moving objects in the virtual scene. In the first prototype platform used during the pilot study of this paper, the necessary routines have been implemented based on the “ColDet” 3D collision detection library for generic polyhedra, which is freely available on the Web. 1 The 3D surface models of the human body (outer skin), as well as those for the different anatomical structures (inner organs) involved (venal tree, muscle groups, lungs, and bony structures), are adapted from commercially available 3D models of human anatomy, 2 which are imported in an OpenGL/ GLuT application using a specially developed loader for obj (standard ascii) formatted files (for portability reasons). The most important issue in a haptic display system is undoubtedly that of achieving an optimal trade- off between two, often contradictory, requirements: transparency and stability. The first one is related to the realism of the simulation and the physically-based accuracy of the forces displayed to the user, which calls for complex and usually computationally expensive models. The second requirement calls for efficient calculations and real-time fast control loops to ensure a stable force- reflecting interaction. The main bottleneck in this respect is the visualization loop, performing all the necessary computations regarding collision detection, contact, and deformation modeling within the 3D graphics environment. These procedures all together usually run at a 20 –30 Hz frequency, which is definitely a very slow update rate with respect to the real-time control requirements. The force feedback control loop usually operates in a separate thread at 1 KHz or more. However, this fast control rate is in fact not exploited, if all critical updates for force-feedback computation (contact location, deformation data, etc.) are directly coming from a slow graphics loop. Similar to the effect of a ze- ro-order hold in any control system, this delay in ob- taining new critical information updates may cause undesirable chattering or even instability, particularly when simulation of hard contact is involved. All these problems are now very well known in the haptics research community, and several solutions have been proposed, most of them related to the application of some type of a virtual coupling (instead of a hard direct force/position interconnection) aiming to improve stability of interaction between haptic master and virtual simulation environment, for example, Colgate, Stanley, and Brown (1995) and Mahvash and Hayward (2005). It is needless to say, though, that such a soft coupling between any master and slave system may deteriorate the transparency of the system and, in our case, significantly decrease the realism of the simulation with respect to the haptic skills involved in the specific simulated procedure. In this respect, we have decided to employ, instead, a local geometry approximation technique, decoupling the haptic display computations from the visualization engine, for the particular case of a needle in contact with specific anatomical structures (such as the flat-type human skin or the cylindrical-type clavicle bone). Feel- ing these constraints through the sense of touch (particularly the hard haptic constraint invoked by the pres- ence of the clavicle bone above the needle track), by means of the forces exerted on the manipulated needle, is considered as the most important part of the manual skill involved in performing paracentesis of the subclavian vein. Ensuring efficient computations and fast updates was considered of primary importance, even if it is to the disadvantage of the accuracy of the geometrical representations used in force feedback. This was also subsequently validated during experimental trials through qualitative assessments performed by experienced surgeons. Such local force models, or lineariza- tion techniques, have also been proposed in other similar contexts, for example, in Kim, Otaduy, Lin, and Manocha (2003). Of course, different approximation models need to be applied for different simulation scenarios, also keeping in mind the particular requirements of the haptic skills involved in each specific application. Regarding now the needle reaction forces applied by the skin along the needle insertion direction, we assume inhomogeneity characteristics in depth (stiffness coefficients increasing with the deformation magnitude u ), resulting in a nonlinear stiffness coefficient that follows a typical exponential ...

Citations

... The real-time simulator overview diagram is shown in Figure 1. World literature [3][4][5][6][7][8][9][10][11][12][13][14][15] describes issues related to the use of real-time simulators in many fields of science and technology, e.g., electric drives, power electronics, energy, electricity, mechatronics and transport. Simulators of this type are used, among others, for design [3][4][5], testing [6][7][8], education [9,10] or training [11,12]. ...
... The work-time quantum depends mainly on the time of obtaining the simulation results, which very much depends on the selected numerical methods of approximation of differential-integral equations and solving the system of equations, but also on the complexity and size of the implemented mathematical model [13][14][15] in real-time simulator structure. World literature [3][4][5][6][7][8][9][10][11][12][13][14][15] describes issues related to the use of real-time simulators in many fields of science and technology, e.g., electric drives, power electronics, energy, electricity, mechatronics and transport. Simulators of this type are used, among others, for design [3][4][5], testing [6][7][8], education [9,10] or training [11,12]. ...
... World literature [3][4][5][6][7][8][9][10][11][12][13][14][15] describes issues related to the use of real-time simulators in many fields of science and technology, e.g., electric drives, power electronics, energy, electricity, mechatronics and transport. Simulators of this type are used, among others, for design [3][4][5], testing [6][7][8], education [9,10] or training [11,12]. ...
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... Haptic feedback increases performance and usability [2]- [4]. Different systems can be used to realize haptic feedback for a user. ...
... However, previous studies showed that keyboards without haptic feedback have higher typing error rates than keyboards with haptic feedback (Markov-Vetter et al. 2012;Chaparro et al. 2014). Haptic feedback has been proven to be able to improve work efficiency, work accuracy, and user pleasure (Fukumoto and Sugimura 2001;Koskinen et al. 2008;Tzafestas et al. 2008). Furthermore, haptic feedback can help with skill training in VR. ...
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This study presents a 3D virtual reality (VR) keyboard system with realistic haptic feedback. The system uses two five-fingered data gloves to track finger positions and postures, uses micro-speakers to create simulated vibrations, and uses a head-mounted display (HMD) for 3D display. When users press a virtual key in the VR environment, the system can provide realistic simulated key click haptic feedback to users. The results of this study show that the advantages of the haptic VR keyboard are that users can use it when wearing HMDs (users do not need to remove HMDs to use the VR keyboard), the haptic VR keyboard can pop-up display at any location in the VR environments (users do not need to go to a specific location to use an actual physical keyboard), and the haptic VR keyboard can be used to provide realistic key click haptic feedback (which other studies have shown enhances user performance). The results also show that the haptic VR keyboard system can be used to create complex vibrations that simulate measured vibrations from a real keyboard and enhance keyboard interaction in a fully immersive VR environment.
... Generic force feedback should be integrated in surgical training simulators to accelerate novice user learning rates and improve performance. Tzafestas, Birbas, Koumpouros, & Christopoulos (2008) Haptic feedback should be incorporated in earlier phases of VR-based surgical task training to heighten trainee sensory perception and increase transfer rates. Multiple types of exercises should be designed for simulation in haptic VR to promote patient coordination. ...
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In this chapter, we review research on the use of virtual reality (VR) and haptic technologies for studying human performance in tasks involving the tactile sense, including locomotion and upper-extremity motor-control training or rehabilitation. We present a general organizing framework of motor-control tasks and identify types of VR systems that have been developed for supporting the tactile sense in simulation of such tasks. We divide this coverage into gross motor tasks with a focus on locomotion and gait, in part because of the volume of research that has been conducted in this area, and fine motor skills with a focus on training for surgical tasks and upper-extremity rehabilitation. In covering VR technology, we review visual devices that facilitate hand-eye or body-eye coordination as well as physical task simulators (e.g., treadmill interfaces and haptic controllers). The directions of locomotion and motor-control task research exploiting these technologies are identified, and seminal studies representing each area are summarized. On this basis, we define a collection of VR simulation design recommendations from task and functional perspectives. The review also identifies the underlying cognitive and physical bases for specific observations on human performance made by previous research. Finally, the summaries of research studies are used as a basis for identifying future directions of research that should be addressed by the human factors community.
... However, caution should be taken when using intuitively designed VR training environments, as it is clear that they may not always benefit motor learning, or reliably facilitate the transfer of motor skills from VR to more naturalistic settings (Li, Patoglu, & O'Malley, 2009). Addressing this issue, researchers have manipulated various practice components, such as virtual fixtures (Rosenberg, 1993), shared control and other haptic feedback mechanisms (Tzafestas, Birbas, Koumpouros, & Christopoulos, 2008), such as vibromotors attached to limbs that cue action within prespecified time constraints (Drobny & Borchers, 2010). However, a complementary approach involves manipulating real-time VR feedback while learners observe an expert's movements in a visual demonstration. ...
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Does virtual reality (VR) represent a useful platform for teaching real-world motor skills? In domains such as sport and dance, this question has not yet been fully explored. The aim of this study was to determine the effects of two variations of real-time VR feedback on the learning of a complex dance movement. Novice participants (n == 30) attempted to learn the action by both observing a video of an expert's movement demonstration and physically practicing under one of three conditions. These conditions were: full feedback (FULL-FB), which presented learners with real-time VR feedback on the difference between 12 of their joint center locations and the expert's movement during learning; reduced feedback (REDUCED-FB), which provided feedback on only four distal joint center locations (end-effectors); and no feedback (NO-FB), which presented no real-time VR feedback during learning. Participants' kinematic data were gathered before, immediately after, and 24 hr after a motor learning session. Movement error was calculated as the difference in the range of movement at specific joints between each learner's movement and the expert's demonstrated movement. Principal component analysis was also used to examine dimensional change across time. The results showed that the REDUCED-FB condition provided an advantage in motor learning over the other conditions: it achieved a significantly greater reduction in error across five separate error measures. These findings indicate that VR can be used to provide a useful platform for teaching real-world motor skills, and that this may be achieved by its ability to direct the learner's attention to the key anatomical features of a to-be-learned action.
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This paper illustrates the development, implementation, and testing of full-body haptic and spatial audio cueing algorithms for augmented pilot perception. Cueing algorithms are developed for roll-axis compensatory tracking tasks where the pilot acts on the displayed error between a desired input and the comparable vehicle output motion to produce a control action. The error is displayed to the pilot using multiple cueing modalities: visual, haptic, audio, and combinations of these. For the visual and combined visual haptic/audio modalities, visual cues are also considered in degraded visual environments (DVE). Full-body haptic and spatial audio algorithms that are based on a proportional-derivative (PD) compensation strategy on the tracking error are found to provide satisfactory pilot vehicle system (PVS) performance for the task in consideration in absence of visual cueing, and to improve PVS performance in DVE when used in combination with visual feedback. These results are consistent with previous studies on the use of secondary perceptual cues for augmentation of human perception. The combination of these results indicate that the use of secondary sensory cues such as full-body haptics and spatial audio to augment the pilot perception can lead to improved/partially-restored PVS performance when primary sensory cues like vision are impaired or denied.
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Nowadays, digitalization has an immense impact on the landscape of jobs. This technological revolution creates new industries and professions, promises greater efficiency and improves the quality of working life. However, emerging technologies such as robotics and artificial intelligence (AI) are reducing human intervention, thus advancing automation and eliminating thousands of jobs and whole occupational images. To prepare employees for the changing demands of work, adequate and timely training of the workforce and real-time support of workers in new positions is necessary. Therefore, it is investigated whether user-oriented technologies, such as augmented reality (AR) and virtual reality (VR) can be applied “on-the-job” for such training and support—also known as intelligence augmentation (IA). To address this problem, this work synthesizes results of a systematic literature review as well as a practically oriented search on augmented reality and virtual reality use cases within the IA context. A total of 150 papers and use cases are analyzed to identify suitable areas of application in which it is possible to enhance employees' capabilities. The results of both, theoretical and practical work, show that VR is primarily used to train employees without prior knowledge, whereas AR is used to expand the scope of competence of individuals in their field of expertise while on the job. Based on these results, a framework is derived which provides practitioners with guidelines as to how AR or VR can support workers at their job so that they can keep up with anticipated skill demands. Furthermore, it shows for which application areas AR or VR can provide workers with sufficient training to learn new job tasks. By that, this research provides practical recommendations in order to accompany the imminent distortions caused by AI and similar technologies and to alleviate associated negative effects on the German labor market.
Chapter
Virtual Reality systems offer great possibilities to analyze and interact with data. However, they still lack a commonly accepted, efficient text input technique that allows users to record their findings. To provide users with an efficient technique for text input, a real keyboard and the user’s hands are transferred into the virtual world. This allows real haptic feedback of the device and, as a user study shows, results in fast and accurate text writing. The proposed approach shows that a real-world ability can be transmitted directly into the virtual world without much loss.