Assessment of skill translation of intrathecal needle insertion using real-time needle tracking with an augmented reality display

Saleh Choueib, C. McGarry, M. Jaeger, T. Ungi, N. Janssen, G. Fichtinger, Lindsey Patterson
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引用次数: 1

Abstract

PURPOSE: Current lumbar puncture simulators lack visual feedback of the needle path. We propose a lumbar puncture simulator that introduces a visual virtual reality feedback to enhance the learning experience. This method incorporates virtual reality and a position tracking system. We aim to assess the advantages of the stereoscopy of virtual reality (VR) on needle insertion skills learning. METHODS: We scanned and rendered spine models into three-dimensional (3D) virtual models to be used in the lumbar puncture simulator. The motion of the needle was tracked relative to the spine model in real-time using electromagnetic tracking, which allows accurate replay of the needle insertion path. Using 3D Slicer and SlicerVR, we created a virtual environment with the tracked needle and spine. In this study, 23 medical students performed a traditional lumbar puncture procedure using the augmented simulator. The participants’ insertions were tracked and recorded, allowing them to review their procedure afterwards. Twelve students were randomized into a VR group; they reviewed their procedure in VR, while the Control group reviewed their procedures on computer monitor. Students completed a standard System Usability Survey (SUS) about the system, and a self-reported confidence scale (1-5) in performing lumbar puncture. RESULTS: We integrated VR visual feedback in a traditional lumbar puncture simulator. The VR group gave an average 70.4 on the System Usability Survey (SUS) vs. 66.8 of the Control group. The only negative feedback on VR was that students felt they required technical assistance to set it up (SUS4). The results show a general affinity for VR and its easeof- use. Furthermore, the mean confidence level rose from 1.6 to 3.2 in the VR group, vs. 1.8 to 3.1 in the Control group (1.6 vs. 1.3 improvement). CONCLUSION: The VR-augmented lumbar puncture simulator workflow incorporates visual feedback capabilities and accurate tracking of the needle relative to the spine model. Moreover, VR feedback allow for a more comprehensive spatial awareness of the target anatomy for improved learning.
利用增强现实显示的实时针跟踪技术评估鞘内针插入的技能转化
目的:目前的腰椎穿刺模拟器缺乏针径的视觉反馈。我们提出了一种腰椎穿刺模拟器,它引入了视觉虚拟现实反馈来增强学习体验。该方法结合了虚拟现实和位置跟踪系统。我们的目的是评估虚拟现实(VR)的立体感在针入技能学习中的优势。方法:我们将脊柱模型扫描并渲染成三维(3D)虚拟模型,用于腰椎穿刺模拟器。使用电磁跟踪技术实时跟踪针头相对于脊柱模型的运动,从而可以准确地回放针头插入路径。使用3D切片器和SlicerVR,我们创建了一个带有跟踪针和脊柱的虚拟环境。在这项研究中,23名医科学生使用增强模拟器进行了传统的腰椎穿刺手术。参与者的插入被跟踪和记录,允许他们事后回顾他们的过程。12名学生被随机分为VR组;他们在虚拟现实中回顾了他们的程序,而对照组在电脑显示器上回顾了他们的程序。学生们完成了一份关于该系统的标准系统可用性调查(SUS),以及一份自我报告的腰椎穿刺信心量表(1-5)。结果:我们将VR视觉反馈集成到传统的腰椎穿刺模拟器中。VR组在系统可用性调查(SUS)中的平均得分为70.4分,而对照组的平均得分为66.8分。对虚拟现实的唯一负面反馈是,学生们觉得他们需要技术援助来设置它(SUS4)。结果表明,虚拟现实具有普遍的亲和力和易用性。此外,VR组的平均置信水平从1.6上升到3.2,而对照组的平均置信水平从1.8上升到3.1(1.6比1.3提高)。结论:vr增强腰椎穿刺模拟器工作流程结合了视觉反馈功能和相对于脊柱模型的针的准确跟踪。此外,VR反馈允许对目标解剖进行更全面的空间感知,以改善学习。
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