论文标题

使用触觉技术的脑外科手术双极电极模拟器的设计和实施

Design and implementation of brain surgery bipolar electrocautery simulator using haptic technology

论文作者

Karimzadeh, Reza, Sheikh, Javad, Azarnoush, Hamed, Arabi, Hossein

论文摘要

手术模拟器已被广泛用于医师和外科医生的培训和评估。通过触觉技术增强的虚拟现实使开发更现实的手术模拟器变得可行。在这种情况下,我们着手使用触觉技术设计和开发脑外科手术双极电动模拟器。基于脑颅骨切开术的图像生成了3D模型的脑组织模型。还对双极镊子进行了建模,以在视觉上吸收真实的镊子。开发了一个实验来评估参与者的学习过程。在这项实验中,要求志愿者在大脑中的大型血管中灼伤,同时最大程度地减少对脑组织的损害。对20名志愿者进行了实验,并对手术过程中的学习过程和误差进行了统计分析。接下来,将志愿者分为游戏玩家和非玩家群体。对志愿者操作的分析表明,平均而言,施加力误差百分比降低了5%。还表明,游戏玩家和非游戏玩家组取得的结果在p值为0.0001的情况下具有显着差异。因此,玩电脑游戏将增加手部控制,聚焦和反射,并积极影响手术技能。

Surgical simulators have been widely used in training and evaluation of physicians and surgeons. Virtual reality augmented with haptic technology has made it feasible to develop more realistic surgical simulators. In this context, we set out to design and develop a brain surgery bipolar electrocautery simulator using haptic technology. A 3D model of brain tissue was generated based on a brain craniotomy image. Bipolar forceps were also modeled to visually assimilate real forceps. An experiment was developed to assess the learning process of the participants. In this experiment, the volunteers were asked to cauterize a large blood vessel in the brain while minimizing the damage done to the brain tissue. The experiment was performed on 20 volunteers, and statistical analysis was conducted on the learning process and error reduction during the surgery. Next, the volunteers were divided into gamer and non gamer groups. The analysis of the volunteers operation demonstrated that, on average, there was a 5 percent reduction in the percentage of applied force error. It was also shown that the results achieved by the gamer and non gamer group has significant difference with a p value of 0.0001. So, playing computer games would increase hand control, focus, and reflex and positively affect surgery skills.

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