Medical Simulations
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)
Bangor University, University of Chester
Related Publications
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.
[Abstract]
[Details]
[PDF]
[doi:10.2312/vcbm.20151229]
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
[Abstract]
[Details]
[PDF]
[doi:10.2312/vcbm.20151225]