基于增强现实的机器人辅助经皮肾穿刺导航交互方案

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Yiwei Zhuang, Shuyi Wang, Hua Xie, Wei Qing, Haoliang Li, Yuhan Shen, Yichun Shen
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引用次数: 0

摘要

在本文中,我们提出了一种基于增强现实(AR)的应用程序,结合机器人系统进行经皮肾穿刺导航交互,并论证了其技术可行性。我们的系统提供了外科医生和机器人之间直观的交互方案,而不需要传统的外部输入设备,并应用基于图像目标的3D配准方案来转换Hololens2和机器人之间的坐标系,而无需使用额外的跟踪设备。通过佩戴Hololens2,用户可以可视化腹部穿刺幻影,获得病变部位的3D深度信息,并直接使用按钮或手势控制机器人。为了验证所提出的交互方案的准确性和可行性,我们招募了6名受试者,分别进行了超声独立导航、AR独立导航和AR机器人导航的三维配准对准精度实验和穿刺定位精度实验。结果表明,三维配准的平均对准误差为3.61±1.05 mm。超声徒手导航、AR徒手导航和AR机器人导航的平均定位误差分别为7.67±2.00 mm、6.13±1.07 mm和5.52±0.37 mm;平均穿刺时间分别为34.86±1.67 s、22.40±2.07 s和29.41±1.37 s。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Augmented Reality-Based Interactive Scheme for Robot-Assisted Percutaneous Renal Puncture Navigation

In this paper, we present an Augmented Reality (AR)-based application combined with a robotic system for percutaneous renal puncture navigation interaction and demonstrate its technical feasibility. Our system provides an intuitive interaction scheme between the surgeon and the robot without the need for traditional external input devices, and applies an image-target-based 3D registration scheme to transform the coordinate system between Hololens2 and the robot without using additional tracking devices. Users can visualize the abdominal puncture phantom and obtain 3D depth information of the lesion site by wearing Hololens2 and control the robot directly using buttons or gestures. To investigate the accuracy and feasibility of the proposed interaction scheme, six subjects were recruited to complete 3D registration alignment accuracy experiments, and puncture positioning accuracy experiments using ultrasound unaided navigation, AR unaided navigation and AR robotic navigation. The results showed that the average alignment error of 3D registration was 3.61 ± 1.05 mm. The average positioning errors of ultrasound freehand navigation, AR freehand navigation and AR robotic navigation were 7.67 ± 2.00 mm, 6.13 ± 1.07 mm and 5.52 ± 0.37 mm, respectively; the average puncture times were 34.86 ± 1.67 s, 22.40 ± 2.07 s, and 29.41 ± 1.37 s.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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