Mixed reality

混合现实
  • 文章类型: Journal Article
    背景:通过在不同领域创造新的可能性,机器人技术在日常生活中的应用变得至关重要,特别是在协作环境中。协作机器人的潜力巨大,因为它们可以在与人类相同的工作空间中工作。采用一流技术的协作机器人框架肯定值得进一步研究。
    目的:本研究旨在为使用混合现实的协作机器人提供一种新颖的框架。
    方法:该框架使用Unity和UnityHub作为跨平台游戏引擎和项目管理工具来设计混合现实界面和数字孪生。它还使用Windows混合现实平台在全息显示器上显示数字材料,并使用Azure混合现实服务捕获和公开数字信息。最终,它使用全息设备(HoloLens2)来执行基于混合现实的协作系统。
    结果:进行了彻底的实验,以验证基于混合现实的协作机器人控制的新颖框架。该框架已成功应用于在混合现实环境中使用5自由度机器人(xArm-5)实现协作系统。该框架是稳定的,在整个合作会议期间运作顺利。由于云应用的分布式特性,在给出命令和物理协作机器人的执行之间存在可忽略的延迟。
    结论:协作机器人在远程康复和远程操作方面的机会与其他任何领域一样至关重要。拟议的框架已成功应用于协作会议,它也可以应用于其他类似的潜在应用中,以获得稳健和更有前途的性能。
    BACKGROUND: Applications of robotics in daily life are becoming essential by creating new possibilities in different fields, especially in the collaborative environment. The potentials of collaborative robots are tremendous as they can work in the same workspace as humans. A framework employing a top-notch technology for collaborative robots will surely be worthwhile for further research.
    OBJECTIVE: This study aims to present the development of a novel framework for the collaborative robot using mixed reality.
    METHODS: The framework uses Unity and Unity Hub as a cross-platform gaming engine and project management tool to design the mixed reality interface and digital twin. It also uses the Windows Mixed Reality platform to show digital materials on holographic display and the Azure mixed reality services to capture and expose digital information. Eventually, it uses a holographic device (HoloLens 2) to execute the mixed reality-based collaborative system.
    RESULTS: A thorough experiment was conducted to validate the novel framework for mixed reality-based control of a collaborative robot. This framework was successfully applied to implement a collaborative system using a 5-degree of freedom robot (xArm-5) in a mixed reality environment. The framework was stable and worked smoothly throughout the collaborative session. Due to the distributed nature of cloud applications, there is a negligible latency between giving a command and the execution of the physical collaborative robot.
    CONCLUSIONS: Opportunities for collaborative robots in telerehabilitation and teleoperation are vital as in any other field. The proposed framework was successfully applied in a collaborative session, and it can also be applied in other similar potential applications for robust and more promising performance.
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  • 文章类型: Journal Article
    背景和目标混合现实(MR)是允许用户操纵三维(3D)虚拟图像(全息图)的图像处理技术之一。这项研究的目的是使用3D脊柱模型评估基于MR的椎弓根螺钉(PS)放置的准确性。材料与方法利用我院1例接受后路脊柱融合术的青少年特发性脊柱侧凸(AIS)患者的术前CT资料,创建了一个3D打印的脊柱模型。另一方面,使用上传到HoloeyesMD服务网站(HoloeyesInc.,东京,日本)。使用MagicLeapOne®耳机(MagicLeapInc.,种植园,FL),将具有预定PS轨迹线的3D全息图叠加到3D打印的脊柱模型上,并将PS与从T5到L3的轨迹线一起双侧插入。作为一种控制,我们使用了现成的AIS3D脊柱模型,并使用徒手技术从T4到L3双侧插入PS。比较了基于MR和徒手技术的椎弓根侵犯率。结果共22和24PS放置在我们患者的3D打印脊柱模型和现成的3D脊柱模型中,分别。在基于MR的技术中,椎弓根侵犯率为4.5%(1/22螺钉),在徒手技术中为29.2%(7/24螺钉)(P=0.049)。结论我们证明,在基于MR的技术中,PS错位的发生率明显低于徒手技术。因此,就可行性而言,MR辅助系统是PS放置的有前途的工具,安全,和准确性,保证进一步的研究,包括尸体和临床研究。
    Background and objectives Mixed reality (MR) is one of the image processing technologies that allows the user to manipulate three-dimensional (3D) virtual images (hologram). The aim of this study was to evaluate the accuracy of MR-based pedicle screw (PS) placement using 3D spine models. Materials and methods Using the preoperative CT data of a patient with adolescent idiopathic scoliosis (AIS) who had undergone posterior spinal fusion in our hospital, a 3D-printed spine model was created. On the other hand, a 3D hologram of the same patient was automatically created using the preoperative CT data uploaded to the Holoeyes MD service website (Holoeyes Inc., Tokyo, Japan). Using a Magic Leap One® headset (Magic Leap Inc., Plantation, FL), the 3D hologram with lines of predetermined PS trajectories was superimposed onto the 3D-printed spine model and PS were inserted bilaterally along with the trajectory lines from T5 to L3. As a control, we used a readymade 3D spine model of AIS and inserted PS bilaterally with a freehand technique from T4 to L3. The rate of pedicle violation was compared between the MR-based and freehand techniques. Results A total of 22 and 24 PS were placed into the 3D-printed spine model of our patient and the readymade 3D spine model, respectively. The rate of pedicle violation was 4.5% (1/22 screws) in the MR-based technique and 29.2% (7/24 screws) in the freehand technique (P = 0.049). Conclusions We demonstrated a significantly lower rate of PS misplacement in the MR-based technique than in the freehand technique. Therefore, an MR-assisted system is a promising tool for PS placement in terms of feasibility, safety, and accuracy, warranting further studies including cadaveric and clinical studies.
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  • 文章类型: Journal Article
    目的:这项体外研究旨在比较使用基于混合现实的动态导航(MR-DN)系统与常规静态计算机植入辅助手术(s-CAIS)和徒手(FH)方法在部分无牙上颌模型中种植牙的准确性。
    方法:将45个部分缺牙模型(在15号,16号和25号位置缺失牙齿)分为三组(每组15个)。同一位有经验的操作员使用MR-DN系统进行了模型手术(第1组),s-CAIS(第2组)和FH(第3组)。总的来说,放置135个牙科植入物(每组45个)。主要结果是线性冠状偏差(输入误差;En),根尖偏差(顶点误差;Ap),XY和Z偏差,以及模型中植入物计划和实际(手术后)位置之间的角度偏差(An)。这些偏差被计算为计划植入物的立体光刻(STL)文件与用口内扫描仪捕获的放置植入物之间的距离。
    结果:在三个植入部位,MR-DN系统明显比FH方法更准确(在XY,Z,恩,Ap和An)和s-CAIS(以Z为单位,Ap和An),分别。然而,在XY中,S-CAIS比MR-DN更准确,在En中,MR-DN和s-CAIS之间没有发现差异。
    结论:在本研究的范围内(体外设计,仅部分无牙模型),MR-DN的植入物放置精度优于FH,与s-CAIS相似。
    体外,MR-DN在植入物定位方面显示出比FH更高的准确性,和s-CAIS的精确度相似:它可以,因此,代表外科医生的新选择。然而,需要临床研究来确定MR-DN的可行性。
    This in vitro study aimed to compare the accuracy of dental implant placement in partially edentulous maxillary models using a mixed reality-based dynamic navigation (MR-DN) system to conventional static computer-assisted implant surgery (s-CAIS) and a freehand (FH) method.
    Forty-five partially edentulous models (with teeth missing in positions #15, #16 and #25) were assigned to three groups (15 per group). The same experienced operator performed the model surgeries using an MR-DN system (group 1), s-CAIS (group 2) and FH (group 3). In total, 135 dental implants were placed (45 per group). The primary outcomes were the linear coronal deviation (entry error; En), apical deviation (apex error; Ap), XY and Z deviations, and angular deviation (An) between the planned and actual (post-surgery) position of the implants in the models. These deviations were computed as the distances between the stereolithographic (STL) files for the planned implants and placed implants captured with an intraoral scanner.
    Across the three implant sites, the MR-DN system was significantly more accurate than the FH method (in XY, Z, En, Ap and An) and s-CAIS (in Z, Ap and An), respectively. However, S-CAIS was more accurate than MR-DN in XY, and no difference was found between MR-DN and s-CAIS in En.
    Within the limits of this study (in vitro design, only partially edentulous models), implant placement accuracy with MR-DN was superior to that of FH and similar to that of s-CAIS.
    In vitro, MR-DN showed greater accuracy in implant positioning than FH, and similar accuracy to s-CAIS: it could, therefore, represent a new option for the surgeon. However, clinical studies are needed to determine the feasibility of MR-DN.
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  • 文章类型: Journal Article
    混合现实(MxR)能够通过头戴式显示器(HMD)将虚拟三维对象投影到用户的视野中。这项体模模型研究研究了三种不同的导航股动脉(CFA)通道工作流程,并将其与常规超声引导技术进行了比较。10名操作员(5名专家和5名非专家)共进行了160次穿刺。成功的CFA穿刺定义为在股骨头的中层穿刺,针尖在中心管腔线处以0°冠状插入角和45°矢状插入角。每次尝试后,使用锥形束计算机断层扫描对位置误差进行量化。混合效应模型显示,导航技术从针头进入部位到股骨头中层的距离明显短于对照组。这凸显了三维可视化可以提高CFA访问的安全性。然而,导航工作流程基础设施复杂,可用性有限,并与相关成本相关。虽然导航技术似乎是安全获得CFA的潜在有益辅助手段,未来的发展应旨在降低工作流的复杂性,避免光学跟踪系统,并提供更实用的注册和仪器跟踪方法。
    Mixed reality (MxR) enables the projection of virtual three-dimensional objects into the user\'s field of view via a head-mounted display (HMD). This phantom model study investigated three different workflows for navigated common femoral arterial (CFA) access and compared it to a conventional sonography-guided technique as a control. A total of 160 punctures were performed by 10 operators (5 experts and 5 non-experts). A successful CFA puncture was defined as puncture at the mid-level of the femoral head with the needle tip at the central lumen line in a 0° coronary insertion angle and a 45° sagittal insertion angle. Positional errors were quantified using cone-beam computed tomography following each attempt. Mixed effect modeling revealed that the distance from the needle entry site to the mid-level of the femoral head is significantly shorter for navigated techniques than for the control group. This highlights that three-dimensional visualization could increase the safety of CFA access. However, the navigated workflows are infrastructurally complex with limited usability and are associated with relevant cost. While navigated techniques appear as a potentially beneficial adjunct for safe CFA access, future developments should aim to reduce workflow complexity, avoid optical tracking systems, and offer more pragmatic methods of registration and instrument tracking.
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  • 文章类型: Journal Article
    知情同意是现代医学的一个重要方面,但是由于所涉及的信息的复杂性,这可能是具有挑战性的。混合现实(MR)已成为改善通信的有前途的技术。然而,缺乏关于MR对医疗知情同意的影响的全面研究。拟议的研究方案为进行未来的调查和开发基于MR的方案提供了坚实的基础,这些方案可以增强患者对决策过程的理解和参与。
    本研究将采用随机对照试验设计。将定义两个臂:MR辅助知情同意(MraIC)作为实验臂和常规知情同意(CIC)作为控制臂同意。每组52例。该方案包括使用问卷来分析焦虑水平和对患者将要执行的程序的认识,以研究医疗程序前MRaICversusCIC的影响。
    该研究将评估MR对患者信息理解的影响,在获得知情同意的过程中参与,情绪反应,和同意决定。伦理问题将得到解决。
    本研究方案提供了一种全面的方法来调查MR对医疗知情同意的影响。这些发现可能有助于更好地理解MR对信息理解的影响,在获得知情同意的过程中参与,心理体验,同意决定,和道德考虑。MR技术的整合有可能增强手术沟通实践并改善知情同意程序。
    UNASSIGNED: Informed consent is a crucial aspect of modern medicine, but it can be challenging due to the complexity of the information involved. Mixed reality (MR) has emerged as a promising technology to improve communication. However, there is a lack of comprehensive research on the impact of MR on medical informed consent. The proposed research protocol provides a solid foundation for conducting future investigations and developing MR-based protocols that can enhance patients\' understanding and engagement in the decision-making process.
    UNASSIGNED: This study will employ a randomized controlled trial design. Two arms will be defined: MR-assisted informed consent (MRaIC) as the experimental arm and conventional informed consent (CIC) as the control arm consent, with 52 patients in each group. The protocol includes the use of questionnaires to analyze the anxiety levels and the awareness of the procedure that the patient is going to perform to study the impact of MRaIC versus CIC before medical procedures.
    UNASSIGNED: The study will evaluate the impact of MR on patients\' information comprehension, engagement during the process of obtaining informed consent, emotional reactions, and consent decisions. Ethical concerns will be addressed.
    UNASSIGNED: This study protocol provides a comprehensive approach to investigate the impact of MR on medical informed consent. The findings may contribute to a better understanding of the effects of MR on information comprehension, engagement during the process of obtaining informed consent, psychological experience, consent decisions, and ethical considerations. The integration of MR technology has the potential to enhance surgical communication practices and improve the informed consent process.
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  • 文章类型: Journal Article
    跨学科肿瘤病例审查的准备和实施是耗时且复杂的。必须以清晰易懂的方式呈现各种临床和放射学信息。只有在短时间内证明了所有相关的患者特异性信息,才能在此基础上做出有根据的治疗决定。作为多模式交互式用户界面的混合现实(MR)技术可以通过可视化放射学或临床数据来增强对多学科协作的理解。这项工作的目的是为头颈部肿瘤板(HNTB)开发基于MR的软件原型,以支持临床决策。本文介绍了规划和创建基于MR的软件原型的开发阶段和工作流程,这些阶段和工作流程是满足HNTB的多学科特征所必需的。
    The preparation and implementation of interdisciplinary oncological case reviews are time-consuming and complex. The variety of clinical and radiological information must be presented in a clear and comprehensible manner. Only if all relevant patient-specific information is demonstrated in a short time frame can well-founded treatment decisions be made on this basis. Mixed reality (MR) technology as a multimodal interactive user interface could enhance understanding in multidisciplinary collaboration by visualising radiological or clinical data. The aim of the work was to develop an MR-based software prototype for a head and neck tumour board (HNTB) to support clinical decision-making. The article describes the development phases and workflows in the planning and creation of a MR-based software prototype that were required to meet the multidisciplinary characteristics of a HNTB.
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  • 文章类型: Journal Article
    患有智力残疾(ID)的人通常会遭受运动障碍,例如步态改变。由于步态是一项涉及运动和感知维度的任务,知觉运动训练是一种有效的康复方法,可以降低随着年龄增长而跌倒的风险。虚拟,增强,和混合现实是最新的工具,可以在不同的沉浸和交互级别与3D元素进行交互。鉴于这打开了无数的可能性,它们用于治疗目的的用途不断增加。因此,这项研究的目的是调查混合现实活动对18名智力残疾成年人的运动和认知能力的影响。三个月来,一周一次,他们有大约20分钟的时间使用MicrosoftHoloLens2®头戴式混合现实设备用手指弹出虚拟气球。通过步态分析评估运动技能,并通过蒙特利尔认知评估测量认知能力。训练后,步行速度和认知评分均增加。总之,这项研究表明,混合现实有可能在患有ID的成年人中用于治疗目的.
    People with intellectual disability (ID) are often subject to motor impairments such as altered gait. As gait is a task involving motor and perceptive dimensions, perceptual-motor training is an efficient rehabilitation approach to reduce the risk of falls which grows with age. Virtual, augmented, and mixed reality are recent tools which enable interaction with 3D elements at different levels of immersion and interaction. In view of the countless possibilities that this opens, their use for therapeutic purposes is constantly increasing. Therefore, the aim of this study was to investigate the influence a mixed reality activity could have on motor and cognitive abilities in eighteen adults with intellectual disability. For three months, once a week, they had around 20 min to pop virtual balloons with a finger using a Microsoft HoloLens2® head-mounted mixed-reality device. Motor skills were assessed through gait analysis and cognitive abilities were measured with the Montréal Cognitive Assessment. Both walking speed and cognitive score increased after training. In conclusion, this study demonstrates that mixed reality holds potential to get used for therapeutic purposes in adults with ID.
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  • 文章类型: Observational Study
    背景:虚拟现实正在成为医学教育的重要组成部分。虽然虚拟现实的好处是显而易见的,在虚拟空间中定向或区分学习者的最佳策略尚未被描述。这项研究的目的是调查人口统计学变量之间的关系,社会变量,以及自我感知的技术舒适度,以实现标准化的非医疗虚拟现实体验。
    方法:这项观察性研究是在2022年国际医疗保健模拟会议上进行的。本次会议包括医疗和非医疗与会者。由于样本的异质性,参与者提供了人口统计信息并参与了评分的非医学VR体验。然后,参与者完成了系统可用性指数和NASA任务负载指数表格。参与者被划分为得分,中等得分,和高得分组根据他们的最终比赛得分进行进一步分析。
    结果:95名参与者被纳入最终分析。55(57.9%)的参与者有以前的虚拟现实经验。较高的分数与年龄较小有关(11.09,p<0.001),确定为男性(11.09,p<0.001),过去玩电子游戏的频率更高(18.96,p<0.001)。高分组更有可能报告对虚拟现实的舒适度(6.29,p=0.003)以及对新技术的舒适度(4.61,p=0.012)。NASA任务负荷指数得分呈下降趋势,系统可用性指数得分呈上升趋势。在多变量分析中,与医生相比,成为护士是得分较高的积极预测因子。
    结论:沉浸式虚拟现实体验中的表现与年龄密切相关,性别,和玩电子游戏的频率。与以前的虚拟现实体验相比,虚拟现实的自我感知舒适度更能预测分数。
    BACKGROUND: Virtual reality is emerging as an important component of medical education. Although the benefits of virtual reality are apparent, the optimal strategy to orient to or differentiate learners in the virtual space have not been delineated. The purpose of this study was to investigate the relationships between demographic variables, social variables, and self-perceived comfort with technology to performance on a standardized non-medical virtual reality experience.
    METHODS: This observational study was performed at the International Meeting on Simulation in Healthcare in 2022. This conference includes medical and non-medical attendees. Participants provided demographic information and participated in a scored non-medical VR experience due to the heterogeneity of the sample. Participants then completed a System Usability Index and NASA Task Load Index form. Participants were dividedintolow scoring, medium scoring, and high scoring groups according to their final game score for further analysis.
    RESULTS: 95 participants were included in final analysis. 55 (57.9%) of participants had prior virtual reality experience. Higher scores were associated with younger age (11.09, p < 0.001), identifying as male (11.09, p < 0.001), and a higher frequency of playing video games in the past (18.96, p < 0.001). The high score group was more likely to report comfort with virtual reality (6.29, p = 0.003) as well as comfort with new technology (4.61, p = 0.012). NASA Task Load Index scores trended down and System Usability Index scores trended up with increasing score. Being a nurse was a positive predictor of a higher score when compared to physicians in the multivariate analysis.
    CONCLUSIONS: Performance during an immersive virtual reality experience was most closely related to age, gender, and frequency of playing video games. Self-perceived comfort with virtual reality was more predictive of score than prior virtual reality experience.
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  • 文章类型: Journal Article
    目的:本研究旨在通过基于体模的综合实验,与磁神经导航(MN)相比,严格评估混合现实神经导航(MRN)的准确性。它通过检查蓝绿光(BGL)对MRN精度的影响引入了一个新的维度,这个领域以前未探索的途径。
    方法:二十九个幻影,每个都精心标记了5-6个基准点,作为导航协议的一部分,接受了CT扫描。然后使用半自动配准过程将3D模型叠加到3D打印的石膏头骨上。该研究通过在石膏表面上精确定位特定的标记来仔细评估两种导航技术的准确性。然后使用数字卡尺进行精确测量,在三种不同的照明条件下进行导航:间接白光(称为无光[NL]),直接白光(WL),和BGL。这项研究招募了两名具有不同经验水平的操作员,一名高年级和一名低年级学生,确保全面分析。该研究被构造为由两个操作员进行的两个不同的实验(实验1[MN]和实验2[MRN])。数据分析侧重于计算亚组内的平均值和中值,考虑到诸如照明类型之类的变量,精度,和记录时间。
    结果:在实验1中,两个操作员之间没有出现统计学上的显着差异。然而,在实验2中,显著的差异变得明显,与高级操作员记录更长的时间,但实现更高的精度。最重要的是,BGL在两个实验中始终表现出提高MRN准确性的能力。
    结论:这项研究证明了BGL对MRN准确性的实质性积极影响,为混合现实系统的设计和实现提供了深远的启示。它还强调,将BGL集成到混合现实环境中可以极大地改善用户体验和性能。进一步的研究对于在现实世界中验证这些发现以及探索BGL在各种混合现实应用中的更广泛潜力至关重要。
    This study aimed to rigorously assess the accuracy of mixed-reality neuronavigation (MRN) in comparison with magnetic neuronavigation (MN) through a comprehensive phantom-based experiment. It introduces a novel dimension by examining the influence of blue-green light (BGL) on MRN accuracy, a previously unexplored avenue in this domain.
    Twenty-nine phantoms, each meticulously marked with 5-6 fiducials, underwent CT scans as part of the navigation protocol. A 3D model was then superimposed onto a 3D-printed plaster skull using a semiautomatic registration process. The study meticulously evaluated the accuracy of both navigation techniques by pinpointing specific markers on the plaster surface. Precise measurements were then taken using digital calipers, with navigation conducted under three distinct lighting conditions: indirect white light (referred to as no light [NL]), direct white light (WL), and BGL. The research enlisted two operators with distinct levels of experience, one senior and one junior, to ensure a comprehensive analysis. The study was structured into two distinct experiments (experiment 1 [MN] and experiment 2 [MRN]) conducted by the two operators. Data analysis focused on calculating average and median values within subgroups, considering variables such as the type of lighting, precision, and recording time.
    In experiment 1, no statistically significant differences emerged between the two operators. However, in experiment 2, notable disparities became apparent, with the senior operator recording longer times but achieving higher precision. Most significantly, BGL consistently demonstrated a capacity to enhance accuracy in MRN across both experiments.
    This study demonstrated the substantial positive influence of BGL on MRN accuracy, providing profound implications for the design and implementation of mixed-reality systems. It also emphasized that integrating BGL into mixed-reality environments could profoundly improve user experience and performance. Further research is essential to validate these findings in real-world settings and explore the broader potential of BGL in a variety of mixed-reality applications.
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  • 文章类型: Journal Article
    目的:心室导管的放置,也就是说,外部心室引流(EVD),是一种常见且必不可少的神经外科手术。此外,这是由没有经验的神经外科医生执行的首批程序之一。无论有没有手术经验,根据解剖标志放置EVD可能很困难,导管放置不准确的潜在风险。反复矫正可导致可避免的并发症。混合现实的使用可能是一个有用的指南,并提高排水沟放置的准确性,特别是在急性病理导致解剖结构移位的患者中。在这项可行性研究中使用人类尸体模型,作者旨在通过比较混合现实和徒手放置两种技术来评估EVD放置的准确性.
    方法:20名医学生在心室系统的右侧和左侧使用Cushing心室套管进行EVD放置程序。根据标志将套管放置在一侧上,并且在混合现实(MicrosoftHoloLens2)的帮助下放置在另一侧上。混合现实,在视野中显示了引导插管放置的计划轨迹.随后,在切片厚度为1mm的CT扫描的帮助下评估套管的实际位置.在放置程序之前,将骨骼结构以及左右插管位置与计划的目标点进行CT扫描。应用CloudCompare软件进行注册和准确性评价。
    结果:所有医学生都很容易使用混合现实进行EVD放置。两种技术都达到了预定的目标点(在侧脑室内部)。然而,与没有混合现实的穿刺(26毫米)相比,通过使用混合现实(12毫米)达到的目标点的散射半径减少了54%以上,这代表了穿刺精度的两倍。
    结论:这项可行性研究特别表明,混合现实的整合和使用有助于在放置心室导管时实现两倍以上的准确性。由于这些新工具的易用性及其直观的处理,我们看到了混合现实提高准确性的巨大潜力。
    The placement of a ventricular catheter, that is, an external ventricular drain (EVD), is a common and essential neurosurgical procedure. In addition, it is one of the first procedures performed by inexperienced neurosurgeons. With or without surgical experience, the placement of an EVD according to anatomical landmarks only can be difficult, with the potential risk for inaccurate catheter placement. Repeated corrections can lead to avoidable complications. The use of mixed reality could be a helpful guide and improve the accuracy of drain placement, especially in patients with acute pathology leading to the displacement of anatomical structures. Using a human cadaveric model in this feasibility study, the authors aimed to evaluate the accuracy of EVD placement by comparing two techniques: mixed reality and freehand placement.
    Twenty medical students performed the EVD placement procedure with a Cushing\'s ventricular cannula on the right and left sides of the ventricular system. The cannula was placed according to landmarks on one side and with the assistance of mixed reality (Microsoft HoloLens 2) on the other side. With mixed reality, a planned trajectory was displayed in the field of view that guides the placement of the cannula. Subsequently, the actual position of the cannula was assessed with the help of a CT scan with a 1-mm slice thickness. The bony structure as well as the left and right cannula positions were registered to the CT scan with the planned target point before the placement procedure. CloudCompare software was applied for registration and evaluation of accuracy.
    EVD placement using mixed reality was easily performed by all medical students. The predefined target point (inside the lateral ventricle) was reached with both techniques. However, the scattering radius of the target point reached through the use of mixed reality (12 mm) was reduced by more than 54% compared with the puncture without mixed reality (26 mm), which represents a doubling of the puncture accuracy.
    This feasibility study specifically showed that the integration and use of mixed reality helps to achieve more than double the accuracy in the placement of ventricular catheters. Because of the easy availability of these new tools and their intuitive handling, we see great potential for mixed reality to improve accuracy.
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