The value of collision feedback in robotic surgical skills training

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-02-22 DOI:10.1007/s10055-023-00891-z
Roelf Postema, Hidde Hardon, A. Masie Rahimi, Roel Horeman, Felix Nickel, Jenny Dankelman, Alexander L. A. Bloemendaal, Maarten van der Elst, Donald L. van der Peet, Freek Daams, Sem F. Hardon, Tim Horeman
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Abstract

Collision feedback about instrument and environment interaction is often lacking in robotic surgery training devices. The PoLaRS virtual reality simulator is a newly developed desk trainer that overcomes drawbacks of existing robot trainers for advanced laparoscopy. This study aimed to assess the effect of haptic and visual feedback during training on the performance of a robotic surgical task. Robotic surgery-naïve participants were randomized and equally divided into two training groups: Haptic and Visual Feedback (HVF) and No Haptic and Visual Feedback. Participants performed two basic virtual reality training tasks on the PoLaRS system as a pre- and post-test. The measurement parameters Time, Tip-to-tip distance, Path length Left/Right and Collisions Left/Right were used to analyze the learning curves and statistically compare the pre- and post-tests performances. In total, 198 trials performed by 22 participants were included. The visual and haptic feedback did not negatively influence the time to complete the tasks. Although no improvement in skill was observed between pre- and post-tests, the mean rank of the number of collisions of the right grasper (dominant hand) was significantly lower in the HVF feedback group during the second post-test (Mean Rank = 8.73 versus Mean Rank = 14.27, U = 30.00, p = 0.045). Haptic and visual feedback during the training on the PoLaRS system resulted in fewer instrument collisions. These results warrant the introduction of haptic feedback in subjects with no experience in robotic surgery. The PoLaRS system can be utilized to remotely optimize instrument handling before commencing robotic surgery in the operating room.

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碰撞反馈在机器人手术技能培训中的价值
机器人手术训练设备往往缺乏器械与环境互动的碰撞反馈。PoLaRS虚拟现实模拟器是一种新开发的桌面训练器,克服了现有高级腹腔镜手术机器人训练器的缺点。本研究旨在评估训练过程中触觉和视觉反馈对机器人手术任务表现的影响。对机器人手术一无所知的参与者被随机平均分为两个训练组:触觉和视觉反馈组(HVF)和无触觉和视觉反馈组。参与者在 PoLaRS 系统上进行了两项基本的虚拟现实训练任务,作为前测和后测。测量参数 "时间"、"触点到触点的距离"、"左/右路径长度 "和 "左/右碰撞 "用于分析学习曲线,并对前后测试的表现进行统计比较。共有 22 名参与者进行了 198 次测试。视觉和触觉反馈并没有对完成任务的时间产生负面影响。虽然在测试前和测试后没有观察到技能的提高,但在测试后的第二次测试中,HVF 反馈组的右抓手(优势手)碰撞次数的平均等级明显降低(平均等级 = 8.73 对平均等级 = 14.27,U = 30.00,p = 0.045)。在 PoLaRS 系统培训期间,触觉和视觉反馈减少了仪器碰撞。这些结果证明,在没有机器人手术经验的受试者中引入触觉反馈是有必要的。在手术室开始机器人手术之前,可以利用PoLaRS系统远程优化器械操作。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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