Using Smartphone-Based Virtual Reality to Explore Internal Anatomy of 3D Heart Models

Author(s):  
Erik Gaasedelen ◽  
Alex Deakyne ◽  
Tinen Iles ◽  
Paul Iaizzo

The recent and rapid developments of immersive, interactive 3D environments have been critical in advancing interfaces for entertainment, design, and education. For cardiovascular research, our laboratory and others have been able to use such software tools for the construction of heart models from DICOM files. These models can then be printed in hard or soft plastic from a 3D printer. In general, such models are considered useful for surgical planning and education; these modalities are being applied as critical tools in the field of cardiovascular research. Recently, the development of virtual reality (VR) has introduced a new modality for exploring 3D virtual structures with high resolution, high flexibility, and fast turn-around times. Until recently, the adoption of these technologies has been hindered by the high costs of VR goggles and the complexities in their setup. New developments in phone software and hardware, however, have alleviated some of these difficulties by allowing smartphone screens, graphics units, and gyroscopes to provide the necessary technologies for VR. In this way, phones can be placed inside a headset holder and used freely, without being connected to the computer. Here we explore the utility of using this VR setup in the context of internal heart anatomy visualization.

2020 ◽  
Vol 10 (4) ◽  
pp. 1517 ◽  
Author(s):  
Alexander P. Walmsley ◽  
Thomas P. Kersten

As virtual reality (VR) and the corresponding 3D documentation and modelling technologies evolve into increasingly powerful and established tools for numerous applications in architecture, monument preservation, conservation/restoration and the presentation of cultural heritage, new methods for creating information-rich interactive 3D environments are increasingly in demand. In this article, we describe the development of an immersive virtual reality application for the Imperial Cathedral in Königslutter, in which 360° panoramic photographs were integrated within the virtual environment as a novel and complementary form of visualization. The Imperial Cathedral (Kaiserdom) of Königslutter is one of the most important examples of Romanesque architecture north of the Alps. The Cathedral had previously been subjected to laser-scanning and recording with 360° panoramic photography by the Photogrammetry & Laser Scanning lab of HafenCity University Hamburg in 2010. With the recent rapid development of consumer VR technology, it was subsequently decided to investigate how these two data sources could be combined within an immersive VR application for tourism and for architectural heritage preservation. A specialised technical workflow was developed to build the virtual environment in Unreal Engine 4 (UE4) and integrate the panorama photographs so as to ensure the seamless integration of these two datasets. A simple mechanic was developed using the native UE4 node-based programming language to switch between these two modes of visualisation.


Author(s):  
Nicolás González Romo ◽  
Franco Ravera Zunino

AbstractVirtual reality (VR) has increasingly been implemented in neurosurgical practice. A patient with an unruptured anterior communicating artery (AcoA) aneurysm was referred to our institution. Imaging data from computed tomography angiography (CTA) was used to create a patient specific 3D model of vascular and skull base anatomy, and then processed to a VR compatible environment. Minimally invasive approaches (mini-pterional, supraorbital and mini-orbitozygomatic) were simulated and assessed for adequate vascular exposure in VR. Using an eyebrow approach, a mini-orbitozygomatic approach was performed, with clip exclusion of the aneurysm from the circulation. The step-by-step process of VR planning is outlined, and the advantages and disadvantages for the neurosurgeon of this technology are reviewed.


Fast track article for IS&T International Symposium on Electronic Imaging 2021: Imaging and Multimedia Analytics in a Web and Mobile World 2021 proceedings.


2021 ◽  
Author(s):  
B. L. McGee ◽  
Lisa Jacka

Virtual reality in one form or another has been around for over 50 years, most notably in entertainment and business environments. Technology-focused teachers have been leading the way with attempts at utilising and integrating virtual reality into K-12 and Higher Education. However, as quickly as technology changes so does the enthusiasm for the use in educational contexts. Much of this is due to the high-level cost (time and money) with no evidence-based educational return. In 2020 the global pandemic forced the education sector to innovate to provide authentic learning environments for students. The time is right for virtual reality to take centre stage. Over 171 million people worldwide currently use virtual reality, and the market in education is expected to grow by 42% over the next five years. This paper focuses on a range of virtual reality literature encompassing work across the spectrum of software and hardware, identifying where more educational implementation and research needs to be done and providing a perspective on future possibilities focusing on current affordances.


Author(s):  
Pieter C. van de Woestijne ◽  
Wouter Bakhuis ◽  
Amir H. Sadeghi ◽  
Jette J. Peek ◽  
Yannick J.H.J. Taverne ◽  
...  

Background Major aortopulmonary collateral arteries (MAPCAs), as seen in patients with pulmonary atresia, are arteries that supply blood from the aorta to the lungs and often require surgical intervention. To achieve complete repair in the least number of interventions, optimal imaging of the pulmonary arterial anatomy and MAPCAs is critical. 3D virtual reality (3D-VR) is a promising and upcoming new technology that could potentially ameliorate current imaging shortcomings. Methods A retrospective, proof-of-concept study was performed of all operated patients with pulmonary atresia and MAPCAs at our center between 2010 and 2020 with a preoperative computed tomography (CT) scan. CT images were reviewed by two congenital cardiac surgeons in 3D-VR to determine additional value of VR for MAPCA imaging compared to conventional CT and for preoperative planning of MAPCA repair. Results 3D-VR visualizations were reconstructed from CT scans of seven newborns where the enhanced topographic anatomy resulted in improved visualization of MAPCA. In addition, surgical planning was improved since new observations or different preoperative plans were apparent in 4 out of 7 cases. After the initial setup, VR software and hardware was reported to be easy and intuitive to use. Conclusions This study showed technical feasibility of 3D-VR reconstruction of children with immersive visualization of topographic anatomy in an easy-to-use format leading to an improved surgical planning of MAPCA surgery. Future prospective studies are required to investigate the clinical benefits in larger populations.


2020 ◽  
Author(s):  
Xavier Martinez ◽  
Marc Baaden

AbstractMotivated by the current Covid-19 pandemic that has spurred a substantial flow of structural data we describe how molecular visualization experiences can be used to make these datasets accessible to a broad audience. Using a variety of technology vectors related to the cloud, 3D- and virtual reality gear, we examine how to share curated visualizations of structural biology, modeling and/or bioinformatics datasets for interactive and collaborative exploration. We discuss F.A.I.R. as overarching principle for sharing such visualizations. We provide four initial example scenes related to recent Covid-19 structural data together with a ready-to-use (and share) implementation in the UnityMol software.SynopsisVisualization renders structural molecular data accessible to a broad audience. We describe an approach to share molecular visualization experiences based on FAIR principles. Our workflow is exemplified with recent Covid-19 related data.


2018 ◽  
pp. 31-63 ◽  
Author(s):  
Lukáš Herman ◽  
Tomáš Řezník ◽  
Zdeněk Stachoň ◽  
Jan Russnák

Various widely available applications such as Google Earth have made interactive 3D visualizations of spatial data popular. While several studies have focused on how users perform when interacting with these with 3D visualizations, it has not been common to record their virtual movements in 3D environments or interactions with 3D maps. We therefore created and tested a new web-based research tool: a 3D Movement and Interaction Recorder (3DmoveR). Its design incorporates findings from the latest 3D visualization research, and is built upon an iterative requirements analysis. It is implemented using open web technologies such as PHP, JavaScript, and the X3DOM library. The main goal of the tool is to record camera position and orientation during a user’s movement within a virtual 3D scene, together with other aspects of their interaction. After building the tool, we performed an experiment to demonstrate its capabilities. This experiment revealed differences between laypersons and experts (cartographers) when working with interactive 3D maps. For example, experts achieved higher numbers of correct answers in some tasks, had shorter response times, followed shorter virtual trajectories, and moved through the environment more smoothly. Interaction-based clustering as well as other ways of visualizing and qualitatively analyzing user interaction were explored.


2021 ◽  
pp. 34-40
Author(s):  
E. E. Kovshov ◽  
V. S. Kuvshinnikov ◽  
D. F. Kazakov

Organizational, technical and methodological approaches to the creation and virtual reality usage in the development and implementation in additional education of a digital radiography simulator for non-destructive testing of products and materials are considered. It is noted that the most widespread virtual reality technologies are used for training and testing the knowledge of engineering and technical personnel and workers directly involved in production, as well as within the technological preparation of production during complex and responsible operations, including the control of products and materials. The pilot solutions obtained to date and tested allow us to judge the results of complex scientific research. Prospects of expanding the range of applicability of software and hardware solutions of virtual reality, including those based on network protocols and telecommunications solutions, are determined.


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