三维超声作为手术指导工具

IF 2.2 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Ziemer, Tim
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引用次数: 1

摘要

交互式超声是导航任务中常用的一种导引方法。研究人员多次建议在神经导航和图像引导手术中使用交互式超声。希望通过减轻视觉通道来减少临床医生的认知负荷,同时保持通过图像引导提供的精度。在本文中,我们提出了一个外科用例,模拟颅骨幻象开颅准备。通过听觉、视觉和视听指导,非临床医生可以成功地在头骨上找到几乎没有任何视觉或触觉标志的目标。结果表明,交互式超声使新手用户能够高精度地在三维空间中导航。在视听制导模式下,沿深度轴的精度最高,但增加音频会导致更长的持续时间和更长的运动轨迹。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Three-dimensional sonification as a surgical guidance tool

Three-dimensional sonification as a surgical guidance tool
Interactive Sonification is a well-known guidance method in navigation tasks. Researchers have repeatedly suggested the use of interactive sonification in neuronavigation and image-guided surgery. The hope is to reduce clinicians' cognitive load through a relief of the visual channel, while preserving the precision provided through image guidance. In this paper, we present a surgical use case, simulating a craniotomy preparation with a skull phantom. Through auditory, visual, and audiovisual guidance, non-clinicians successfully find targets on a skull that provides hardly any visual or haptic landmarks. The results show that interactive sonification enables novice users to navigate through three-dimensional space with a high precision. The precision along the depth axis is highest in the audiovisual guidance mode, but adding audio leads to higher durations and longer motion trajectories.
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来源期刊
Journal on Multimodal User Interfaces
Journal on Multimodal User Interfaces COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, CYBERNETICS
CiteScore
6.90
自引率
3.40%
发文量
12
审稿时长
>12 weeks
期刊介绍: The Journal of Multimodal User Interfaces publishes work in the design, implementation and evaluation of multimodal interfaces. Research in the domain of multimodal interaction is by its very essence a multidisciplinary area involving several fields including signal processing, human-machine interaction, computer science, cognitive science and ergonomics. This journal focuses on multimodal interfaces involving advanced modalities, several modalities and their fusion, user-centric design, usability and architectural considerations. Use cases and descriptions of specific application areas are welcome including for example e-learning, assistance, serious games, affective and social computing, interaction with avatars and robots.
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