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1.
Laryngorhinootologie ; 101(10): 805-813, 2022 10.
Artículo en Alemán | MEDLINE | ID: mdl-35724676

RESUMEN

BACKGROUND: Endoscopic surgical procedures have been established as gold standard in sinus surgery. Challenges for surgical training have been addressed by the use of virtual reality (VR) simulators. To date, a number of simulators have been developed. However, previous studies regarding their training effects investigated only medically pretrained subjects or the time course of training outcomes has not been reported. METHODS: A computer tomography (CT) dataset was segmented manually. A three-dimensional polygonal surface model was generated and textured using original photographic material. Interaction with the virtual environment was performed using a haptic input device. For the investigation of training outcomes with the simulator, the parameters duration and the number of errors were recorded. Ten subjects completed a training consisting of five runs on ten consecutive days. RESULTS: Within the whole exercise period, four subjects reduced the duration of intervention by more than 60%. Four subjects reduced the number of errors by more than 60%. Eight out of 10 subjects showed an improvement with respect to both parameters. On median, the duration of the procedure was reduced by 46 seconds and the number of errors by 191. The statistical analysis between the two parameters showed a positive correlation. CONCLUSION: Our data suggests that training on the FESS-simulator considerably improves the performance even in inexperienced subjects, both in terms of duration and accuracy of the procedure.


Asunto(s)
Endoscopía , Realidad Virtual , Competencia Clínica , Simulación por Computador , Endoscopía/métodos , Humanos
2.
Nat Commun ; 11(1): 6362, 2020 Dec 11.
Artículo en Inglés | MEDLINE | ID: mdl-33311505

RESUMEN

The electrical energy system has attracted much attention from an increasingly diverse research community. Many theoretical predictions have been made, from scaling laws of fluctuations to propagation velocities of disturbances. However, to validate any theory, empirical data from large-scale power systems are necessary but are rarely shared openly. Here, we analyse an open database of measurements of electric power grid frequencies across 17 locations in 12 synchronous areas on three continents. The power grid frequency is of particular interest, as it indicates the balance of supply and demand and carries information on deterministic, stochastic, and control influences. We perform a broad analysis of the recorded data, compare different synchronous areas and validate a previously conjectured scaling law. Furthermore, we show how fluctuations change from local independent oscillations to a homogeneous bulk behaviour. Overall, the presented open database and analyses constitute a step towards more shared, collaborative energy research.

3.
Brain Res ; 1594: 173-82, 2015 Jan 12.
Artículo en Inglés | MEDLINE | ID: mdl-25446453

RESUMEN

Extended viewing of movements of one's intact limb in a mirror as well as motor imagery have been shown to decrease pain in persons with phantom limb pain or complex regional pain syndrome and to increase the movement ability in hemiparesis following stroke. In addition, mirrored movements differentially activate sensorimotor cortex in amputees with and without phantom limb pain. However, using a so-called mirror box has technical limitations, some of which can be overcome by virtual reality applications. We developed a virtual reality mirror box application and evaluated its comparability to a classical mirror box setup. We applied both paradigms to 20 healthy controls and analyzed vividness and authenticity of the illusion as well as brain activation patterns. In both conditions, subjects reported similar intensities for the sensation that movements of the virtual left hand felt as if they were executed by their own left hand. We found activation in the primary sensorimotor cortex contralateral to the actual movement, with stronger activation for the virtual reality 'mirror box' compared to the classical mirror box condition, as well as activation in the primary sensorimotor cortex contralateral to the mirrored/virtual movement. We conclude that a virtual reality application of the mirror box is viable and that it might be useful for future research.


Asunto(s)
Encéfalo/fisiología , Imagen por Resonancia Magnética/métodos , Ilusiones Ópticas/fisiología , Interfaz Usuario-Computador , Adulto , Femenino , Humanos , Procesamiento de Imagen Asistido por Computador , Imágenes en Psicoterapia , Masculino , Movimiento/fisiología , Dolor/rehabilitación , Rehabilitación de Accidente Cerebrovascular
4.
PLoS One ; 9(1): e87013, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24498012

RESUMEN

In the so-called rubber hand illusion, synchronous visuotactile stimulation of a visible rubber hand together with one's own hidden hand elicits ownership experiences for the artificial limb. Recently, advanced virtual reality setups were developed to induce a virtual hand illusion (VHI). Here, we present functional imaging data from a sample of 25 healthy participants using a new device to induce the VHI in the environment of a magnetic resonance imaging (MRI) system. In order to evaluate the neuronal robustness of the illusion, we varied the degree of synchrony between visual and tactile events in five steps: in two conditions, the tactile stimulation was applied prior to visual stimulation (asynchrony of -300 ms or -600 ms), whereas in another two conditions, the tactile stimulation was applied after visual stimulation (asynchrony of +300 ms or +600 ms). In the fifth condition, tactile and visual stimulation was applied synchronously. On a subjective level, the VHI was successfully induced by synchronous visuotactile stimulation. Asynchronies between visual and tactile input of ±300 ms did not significantly diminish the vividness of illusion, whereas asynchronies of ±600 ms did. The temporal order of visual and tactile stimulation had no effect on VHI vividness. Conjunction analyses of functional MRI data across all conditions revealed significant activation in bilateral ventral premotor cortex (PMv). Further characteristic activation patterns included bilateral activity in the motion-sensitive medial superior temporal area as well as in the bilateral Rolandic operculum, suggesting their involvement in the processing of bodily awareness through the integration of visual and tactile events. A comparison of the VHI-inducing conditions with asynchronous control conditions of ±600 ms yielded significant PMv activity only contralateral to the stimulation site. These results underline the temporal limits of the induction of limb ownership related to multisensory body-related input.


Asunto(s)
Mano/fisiología , Ilusiones/fisiología , Imagen por Resonancia Magnética/métodos , Percepción del Tacto/fisiología , Percepción Visual/fisiología , Adulto , Imagen Corporal/psicología , Encéfalo/diagnóstico por imagen , Encéfalo/fisiología , Femenino , Humanos , Ilusiones/psicología , Masculino , Persona de Mediana Edad , Estimulación Luminosa , Radiografía , Análisis de Regresión , Tacto , Adulto Joven
5.
Behav Res Methods ; 46(3): 634-40, 2014 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-24338625

RESUMEN

Mirror training and movement imagery have been demonstrated to be effective in treating several clinical conditions, such as phantom limb pain, stroke-induced hemiparesis, and complex regional pain syndrome. This article presents an augmented reality home-training system based on the mirror and imagery treatment approaches for hand training. A head-mounted display equipped with cameras captures one hand held in front of the body, mirrors this hand, and displays it in real time in a set of four different training tasks: (1) flexing fingers in a predefined sequence, (2) moving the hand into a posture fitting into a silhouette template, (3) driving a "Snake" video game with the index finger, and (4) grasping and moving a virtual ball. The system records task performance and transfers these data to a central server via the Internet, allowing monitoring of training progress. We evaluated the system by having 7 healthy participants train with it over the course of ten sessions of 15-min duration. No technical problems emerged during this time. Performance indicators showed that the system achieves a good balance between relatively easy and more challenging tasks and that participants improved significantly over the training sessions. This suggests that the system is well suited to maintain motivation in patients, especially when it is used for a prolonged period of time.


Asunto(s)
Síndromes de Dolor Regional Complejo/rehabilitación , Fuerza de la Mano , Mano/fisiología , Paresia/rehabilitación , Miembro Fantasma/rehabilitación , Adulto , Diseño de Equipo , Femenino , Dedos , Humanos , Imágenes en Psicoterapia , Masculino , Persona de Mediana Edad , Movimiento , Reproducibilidad de los Resultados , Accidente Cerebrovascular , Juegos de Video , Adulto Joven
6.
Surgery ; 147(2): 246-54, 2010 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-20109624

RESUMEN

BACKGROUND: Despite recent work hour restrictions, 24-hour calls remain an important part of patient care. The aim of this study was to assess the impact of 24-hour night calls on the psychomotor and cognitive skills of surgeons with a virtual surgery simulator (VSS) and psychometric tests. We hypothesized that sleep loss impairs surgical skills and concentration performance. METHODS: Seventeen surgery residents (test group) and 13 medical students (reference group) performed a 5-day training program on the VSS. The test group was then assessed during a night call on 4 test points (8 am and 4 pm on the on-call day, 8 am on the postcall day, and 8 am on the recovery day) to assess the effects of sleep loss on these surgery residents. The reference group performed the same tests but without a night call. RESULTS: The training resulted in a homogenous performance level for both groups. The average time for the test group was 26 minutes. The analysis between rested and sleep-deprived participants (6.5 +/- 0.9 vs 2.9 +/- 1.4 hours of night sleep) in the on-call part showed no performance differences. No impairment was found for the VSS and the cognitive tests within the test group between the start of the working day and the start of the postcall day after the night of relative sleep loss. The subgroup analysis showed no significant differences regarding the amount of night sleep and laparoscopic experience. CONCLUSION: No performance impairment was found for surgeons with a VSS and standardized cognitive tests after a night of relative sleep loss. Although there is no doubt that sleep deprivation ultimately impairs human functioning, typical surgical skills do not necessarily deteriorate with a limited amount of sleep loss under clinical conditions.


Asunto(s)
Cognición , Cirugía General/educación , Internado y Residencia , Desempeño Psicomotor , Privación de Sueño/psicología , Tolerancia al Trabajo Programado , Adulto , Atención , Competencia Clínica , Simulación por Computador , Estudios Cruzados , Femenino , Humanos , Laparoscopía , Masculino , Cuerpo Médico de Hospitales , Pruebas Neuropsicológicas , Psicometría , Estudiantes de Medicina , Prueba de Secuencia Alfanumérica
7.
Ann Surg ; 241(3): 442-9, 2005 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-15729066

RESUMEN

OBJECTIVE: To test whether basic skills acquired on a virtual endoscopic surgery simulator are transferable from virtual reality to physical reality in a comparable training setting. SUMMARY BACKGROUND DATA: For surgical training in laparoscopic surgery, new training methods have to be developed that allow surgeons to first practice in a simulated setting before operating on real patients. A virtual endoscopic surgery trainer (VEST) has been developed within the framework of a joint project. Because of principal limitations of simulation techniques, it is essential to know whether training with this simulator is comparable to conventional training. METHODS: Devices used were the VEST system and a conventional video trainer (CVT). Two basic training tasks were constructed identically (a) as virtual tasks and (b) as mechanical models for the CVT. Test persons were divided into 2 groups each consisting of 12 novices and 4 experts. Each group carried out a defined training program over the course of 4 consecutive days on the VEST or the CVT, respectively. To test the transfer of skills, the groups switched devices on the 5th day. The main parameter was task completion time. RESULTS: The novices in both groups showed similar learning curves. The mean task completion times decreased significantly over the 4 training days of the study. The task completion times for the control task on Day 5 were significantly lower than on Days 1 and 2. The experts' task completion times were much lower than those of the novices. CONCLUSIONS: This study showed that training with a computer simulator, just as with the CVT, resulted in a reproducible training effect. The control task showed that skills learned in virtual reality are transferable to the physical reality of a CVT. The fact that the experts showed little improvement demonstrates that the simulation trains surgeons in basic laparoscopic skills learned in years of practice.


Asunto(s)
Competencia Clínica , Laparoscopía , Procedimientos Quirúrgicos Mínimamente Invasivos/educación , Interfaz Usuario-Computador , Simulación por Computador , Educación de Pregrado en Medicina , Cirugía General/educación , Humanos , Desempeño Psicomotor , Programas Informáticos , Grabación en Video
8.
Comput Aided Surg ; 8(6): 283-91, 2003.
Artículo en Inglés | MEDLINE | ID: mdl-15742665

RESUMEN

Force feedback increases the effectiveness of virtual-reality surgery training systems. An overview of the fundamentals of applying force feedback is presented. An impedance control technique and data processing methods for stability preservation are illustrated. A flexible interface for general force-feedback applications has been developed. This interface is capable of controlling several different force-feedback hardware systems, including the SensAble PHANTOM, the Laparoscopic Impulse Engines from Immersion, and the VS-One virtual endoscopic surgery trainer. The findings are evaluated using the main simulation system, KISMET, and the modeling tools KISMO and VESUV. Within the scope of a cooperative project called HapticIO (funded by the German Ministry of Education and Research [BMBF]), new haptic devices have been designed for virtual neuroendoscopy and laparoscopy. The concept and implementations presented in this paper have been found to be flexible, stable and suitable for universal use. The impedance method, combined with the open-loop feed-forward control technique, is well suited and appropriate for the task.


Asunto(s)
Simulación por Computador , Endoscopía/métodos , Retroalimentación , Procedimientos Neuroquirúrgicos/métodos , Interfaz Usuario-Computador , Tecnología Educacional , Diseño de Equipo , Humanos
9.
Comput Aided Surg ; 8(5): 269-72, 2003.
Artículo en Inglés | MEDLINE | ID: mdl-15529957

RESUMEN

To improve training facilities for surgeons, a surgical training system based on virtual reality techniques has been developed. The goal of the developed system is to improve education of surgeons by making the knowledge of expert surgeons directly available to trainees. The system realizes two different approaches: the library and the driving school paradigm. In its current form, the system consists of two modules. The main module combines the virtual reality kernel KISMET, a visual and haptic display, and a database of different operations and/or techniques. The master station is a copy of the input and output facilities of the main module. Both modules communicate by a TCP/ IP-based connection. Initial tests demonstrated the feasibility of the chosen framework. Further developments include the gathering of data not only from virtual reality but also from real operations. Robotic-assisted surgery provides an attractive way of accomplishing this.


Asunto(s)
Simulación por Computador , Procedimientos Quirúrgicos Operativos/educación , Interfaz Usuario-Computador , Gráficos por Computador , Humanos
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