Health care professionals can use high-fidelity virtual training simulation (VTS) so that necessary procedures may be practiced and refreshed before operating on a real person. Advantages of relying on such controlled learning environments includes; zero patient risk, development of psychomotor skills for the medical tools and the opportunity to experience challenging ‘what if’ scenarios. In this theme we explore the use of haptics in a series of haptic-enabled biopsy simulators, such as Transperieneal Prostate and Kidney biopsies and immersive, interactive technologies, in scenarios such as wheelchair navigation in VR. We couple haptic devices, such as Phantom Omnis with novel interfaces such as zSpace, Leap Motion and Oculus Rift.
Collaborators (in various publications)
N. W. John, S. R. Pop, T. W. D. Day, P. D. Ritsos, and C. J. Headleand, “The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres,” IEEE Transactions on Visualization and Computer Graphics, vol. 24, no. 5, pp. 1867–1878, May 2018.
Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5% then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed.
C. J. Headleand, T. Day, S. R. Pop, P. D. Ritsos, and N. W. John, “A Cost-Effective Virtual Environment for Simulating and Training Powered Wheelchairs Manoeuvres,” Proceedings of NextMed/MMVR22, Los Angeles, USA, 2016.
Control of a powered wheelchair is often not intuitive, making training of new users a challenging and sometimes hazardous task. Collisions, due to a lack of experience can result in injury for the user and other individuals. By conducting training activities in virtual reality (VR), we can potentially improve driving skills whilst avoiding the risks inherent to the real world. However, until recently VR technology has been expensive and limited the commercial feasibility of a general training solution. We describe Wheelchair-Rift, a cost effective prototype simulator that makes use of the Oculus Rift head mounted display and the Leap Motion hand tracking device. It has been assessed for face validity by a panel of experts from a local Posture and Mobility Service. Initial results augur well for our cost-effective training solution.
P. D. Ritsos, M. R. Edwards, I. S. Shergill, and N. W. John, “A Haptics-enabled Simulator for Transperineal Ultrasound-Guided Biopsy,” in Eurographics Workshop on Visual Computing for Biology and Medicine, 2015.
We present the development of a transperineal prostate biopsy, with high fidelity haptic feedback. We describe our current prototype, which is using physical props and a Geomagic Touch. In addition, we discuss a method for collecting in vitro axial needle forces, for programming haptic feedback, along with implemented an forthcoming features such as a display of 2D ultrasonic images for targeting, biopsy needle bending, prostate bleeding and calcification. Our ultimate goal is to provide an affordable high-fidelity simulation by integrating contemporary off-the-shelf technology components.
C. J. Headleand, T. Day, S. R. Pop, P. D. Ritsos, and N. W. John, “Challenges and Technologies for Low Cost Wheelchair Simulation,” in Eurographics Workshop on Visual Computing for Biology and Medicine, 2015.
The use of electric wheelchairs is inherently risky, as collisions due to lack of control can result in injury for the user, but also potentially for other pedestrians. Introducing new users to powered chairs via virtual reality (VR) provides one possible solution, as it eliminates the risks inherent to the real world during training. However, traditionally simulator technology has been too expensive to make VR a financially viable solution. Also, current simulators lack the natural interaction possible in the real world, limiting their operational value. We present the early stages of a VR, electric wheelchair simulator built using low-cost, consumer level gaming hardware. The simulator makes use use of the the Leap Motion, to provide a level of interaction with the virtual world which has not previously been demonstrated in wheelchair training simulators. Furthermore, the Occulous Rift provides an immersive experience suitable for our training application