Virtual Reality and Related Simulation Technologies in Medicine and Health Sciences

A special issue of Journal of Imaging (ISSN 2313-433X). This special issue belongs to the section "Mixed, Augmented and Virtual Reality".

Deadline for manuscript submissions: 30 November 2024 | Viewed by 3120

Special Issue Editors


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Guest Editor
Department of Surgery (Otolaryngology), University of Melbourne, East Melbourne, Australia
Interests: simulation technology; image processing; machine learning

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Guest Editor
1. Department of Surgery (Otolaryngology), University of Melbourne, East Melbourne, Australia
2. Department of Medical Imaging, St Vincent's Hospital, Fitzroy, Australia
Interests: medical imaging; simulation technology; otology; cochlear implants

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Guest Editor
School of Computer Science, Fudan University, Shanghai, China
Interests: machine learning; image processing

Special Issue Information

Dear Colleagues,

Simulation is a well-established method of training in medicine and associated healthcare professions. It offers a risk-free platform on which standardised training programs can be built. With the advent of technologies such as virtual/augmented/mixed reality and haptics, these simulations have become more sophisticated and realistic, allowing for more interactive and enriching user experiences. Developments in automated guidance and assessment techniques within this sphere have promoted self-directed learning, reducing the need for expert oversight. This brings about the promise of a dramatic change in the training paradigm in medicine: moving from a supervised, laboratory-based experience to independent learning at the user’s convenience.

This Special Issue of the Journal of Imaging aims to feature reports of recent advances in virtual/augmented/mixed reality simulation and associated technologies in medicine and health; applications of simulation technologies in novel domains related to medicine and design; the validation of simulation-based training programs; and innovations that support medical/health applications.

Dr. Sudanthi Wijewickrema
Dr. Bridget Copson
Dr. Xingjun Ma
Guest Editors

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Keywords

  • VR/AR/MR(=XR) technology in medicine/health
  • computer vision, image processing and computer graphics for XR
  • tracking, sensing and navigation in XR
  • input/output technologies for XR
  • user interaction techniques for XR
  • use of XR in novel applications
  • performance testing, user experience and empirical studies in XR

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Published Papers (3 papers)

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Research

31 pages, 4535 KiB  
Article
Prediction of Attention Groups and Big Five Personality Traits from Gaze Features Collected from an Outlier Search Game
by Rachid Rhyad Saboundji, Kinga Bettina Faragó and Violetta Firyaridi
J. Imaging 2024, 10(10), 255; https://doi.org/10.3390/jimaging10100255 - 16 Oct 2024
Viewed by 719
Abstract
This study explores the intersection of personality, attention and task performance in traditional 2D and immersive virtual reality (VR) environments. A visual search task was developed that required participants to find anomalous images embedded in normal background images in 3D space. Experiments were [...] Read more.
This study explores the intersection of personality, attention and task performance in traditional 2D and immersive virtual reality (VR) environments. A visual search task was developed that required participants to find anomalous images embedded in normal background images in 3D space. Experiments were conducted with 30 subjects who performed the task in 2D and VR environments while their eye movements were tracked. Following an exploratory correlation analysis, we applied machine learning techniques to investigate the predictive power of gaze features on human data derived from different data collection methods. Our proposed methodology consists of a pipeline of steps for extracting fixation and saccade features from raw gaze data and training machine learning models to classify the Big Five personality traits and attention-related processing speed/accuracy levels computed from the Group Bourdon test. The models achieved above-chance predictive performance in both 2D and VR settings despite visually complex 3D stimuli. We also explored further relationships between task performance, personality traits and attention characteristics. Full article
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11 pages, 5641 KiB  
Communication
Altered Movement Coordination during Functional Reach Tasks in Patients with Chronic Low Back Pain and Its Relationship to Numerical Pain Rating Scores
by Susanne M. van der Veen, Christopher R. France and James S. Thomas
J. Imaging 2024, 10(9), 225; https://doi.org/10.3390/jimaging10090225 - 12 Sep 2024
Viewed by 583
Abstract
Identifying the effects of pain catastrophizing on movement patterns in people with chronic low back pain (CLBP) has important clinical implications for treatment approaches. Prior research has shown people with CLBP have decreased lumbar-hip ratios during trunk flexion movements, indicating a decrease in [...] Read more.
Identifying the effects of pain catastrophizing on movement patterns in people with chronic low back pain (CLBP) has important clinical implications for treatment approaches. Prior research has shown people with CLBP have decreased lumbar-hip ratios during trunk flexion movements, indicating a decrease in the contribution of lumbar flexion relative to hip flexion during trunk flexion. In this study, we aim to explore the relationship between pain catastrophizing and movement patterns during trunk flexion in a CLBP population. Participants with CLBP (N = 98, male = 59, age = 39.1 ± 13.0) completed a virtual reality standardized reaching task that necessitated a progressively larger amount of trunk flexion. Specifically, participants reached for four virtual targets to elicit 15°, 30°, 45°, and 60° trunk flexion in the mid-sagittal plane. Lumbar flexion was derived from the motion data. Self-report measures of numerical pain ratings, kinesiophobia, and pain catastrophizing were obtained. Pain catastrophizing leads to decreased lumbar flexion angles during forward reaching. This effect is greater in females than males. Full article
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15 pages, 3247 KiB  
Article
The Usefulness of a Virtual Environment-Based Patient Setup Training System for Radiation Therapy
by Toshioh Fujibuchi, Kosuke Kaneko, Hiroyuki Arakawa and Yoshihiro Okada
J. Imaging 2024, 10(8), 184; https://doi.org/10.3390/jimaging10080184 - 30 Jul 2024
Viewed by 1219
Abstract
In radiation therapy, patient setup is important for improving treatment accuracy. The six-axis couch semi-automatically adjusts the patient’s position; however, adjusting the patient to twist is difficult. In this study, we developed and evaluated a virtual reality setup training tool for medical students [...] Read more.
In radiation therapy, patient setup is important for improving treatment accuracy. The six-axis couch semi-automatically adjusts the patient’s position; however, adjusting the patient to twist is difficult. In this study, we developed and evaluated a virtual reality setup training tool for medical students to understand and improve their patient setup skills for radiation therapy. First, we set up a simulated patient in a virtual space to reproduce the radiation treatment room. A gyro sensor was attached to the patient phantom in real space, and the twist of the phantom was linked to the patient in the virtual space. Training was conducted for 24 students, and their operation records were analyzed and evaluated. The training’s efficacy was also evaluated through questionnaires provided at the end of the training. The total time required for patient setup tests before and after training decreased significantly from 331.9 s to 146.2 s. As a result of the questionnaire regarding the usability of training to the trainee, most were highly evaluated. We found that training significantly improved students’ understanding of the patient setup. With the proposed system, trainees can experience a simulated setup that can aid in deepening their understanding of radiation therapy treatments. Full article
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