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find Keyword "Virtual reality" 18 results
  • Simulation System of Cardiovascular Interventional Simulation Based on Unity3D Virtual Reality Technology

    ObjectiveTo design an interventional cardiology simulation system based on unity 3d virtual reality technology to simulate the multi-sensory feedback in the operation of heart disease. MethodsWe used 3Dmax and Unity3D engine to build a three-dimensional cardiovascular model, and use Falcon Novint and Rift Oculus software and hardware system to build a virtual reality environment to simulate pilot wire intervention surgery. ResultsThe user can use the Falcon Novint force feedback controller to carry out a variety of virtual instrument exercises of percutaneous coronary angioplasty, and also it can restore operation scene through Rift Oculus virtual reality device. ConclusionA simulation system for interventional surgery is designed, which provides the help for the extensive medical training.

    Release date:2016-11-04 06:36 Export PDF Favorites Scan
  • Value of virtual reality technology in preoperative planning of transtrochanteric curved varus osteotomy for avascular necrosis of femoral head in adults

    ObjectiveTo research the value of virtual reality (VR) technology in the preoperative planning of transtrochanteric curved varus osteotomy for avascular necrosis of the femoral head (ANFH) in adults.MethodsBetween June 2018 and November 2018, 7 patients (11 hips) with ANFH, who were treated with transtrochanteric curved varus osteotomy, were enrolled in the study. There were 4 males (7 hips) and 3 females (4 hips) with an average age of 31.9 years (range, 14-46 years). Among them, 3 patients were unilateral ANFH and 4 patients were bilateral ANFH. There was 1 patient (1 hip) of traumatic ANFH, 2 patients (4 hips) of alcohol-induced ANFH, 2 patients (3 hips) of hormonal ANFH, and 2 patients (3 hips) of idiopathic ANFH. All hips were Association Research Circulation Osseous (ARCO) stage Ⅲ. There were 5 hips for Japanese Investigation Committee (JIC) type C1 and 6 hips for type C2. There were 5 hips for China-Japan Friendship Hospital (CJFH) type L1,1 for type L2, and 5 for type L3. The disease duration ranged from 5 to 12 months (mean, 8 months). Preoperative Harris score was 53.91±7.66. The neck-shaft angle ranged from 128 to 143° (mean, 133.9°). VR technology was adopted for the preoperative planning. CT data were imported into the software to construct the morphology of necrotic area, and the transrtrochanteric varus osteotomy was simulated. The varus angle was designed according to the integrity rate of femoral head. The planned varus angle was 6 to 16° (mean, 9.7°). The transtrochanteric curved varus osteotomy was performed according to the preoperative planning, and the varus angle and loading area were confirmed under fluoroscopy. If the planned varus angle was too small, it would continue to increase under the fluoroscopy until a satisfactory varus angle. Postoperative changes of the neck-shaft angle were calculated and compared with the preoperative planned varus angle (error). The hip function was assessed by using the Harris score.ResultsAll incisions healed by first intention. All patients were followed up 6-11 months with an average of 8 months. The X-ray film at 2 days after operation showed that the neck-shaft angle was 112-135° (mean, 123.4°). The difference of the neck-shaft angle between pre- and post-operation was 6-16° (mean, 11.0°). Among them, the difference of the neck-shaft angle was consistent with planned varus angle in 5 hips, while the error of the remaining 6 hips was 1-4°. There was 1 patient (1 hip) of osteotomy nonunion at 4 months after operation, 1 patient (1 hip) of proximal femur fracture at 2 months after operation. The rest 5 patients (9 hips) obtained union at the osteotomy. At last follow-up, the Harris score was 82.18±16.35, showing significant difference when compared with preoperative score (t=–5.195, P=0.000).ConclusionVR technology is a brand-new preoperative planning method for transtrochanteric curved varus osteotomy in treating ANFH.

    Release date:2019-07-23 09:50 Export PDF Favorites Scan
  • Research progress on emotion recognition by combining virtual reality environment and electroencephalogram signals

    Emotion recognition refers to the process of determining and identifying an individual's current emotional state by analyzing various signals such as voice, facial expressions, and physiological indicators etc. Using electroencephalogram (EEG) signals and virtual reality (VR) technology for emotion recognition research helps to better understand human emotional changes, enabling applications in areas such as psychological therapy, education, and training to enhance people’s quality of life. However, there is a lack of comprehensive review literature summarizing the combined researches of EEG signals and VR environments for emotion recognition. Therefore, this paper summarizes and synthesizes relevant research from the past five years. Firstly, it introduces the relevant theories of VR and EEG signal emotion recognition. Secondly, it focuses on the analysis of emotion induction, feature extraction, and classification methods in emotion recognition using EEG signals within VR environments. The article concludes by summarizing the research’s application directions and providing an outlook on future development trends, aiming to serve as a reference for researchers in related fields.

    Release date:2024-04-24 09:50 Export PDF Favorites Scan
  • Effects of transcranial direct current stimulation combined with virtual reality training on upper limb function of stroke patient: a pilot randomized controlled single-blind trial

    ObjectiveTo investigate the effects of transcranial direct current stimulation (tDCS) combined with virtual reality (VR) on upper limb dysfunction of stroke patients.MethodsPatients with stroke who were hospitalized in the Department of Rehabilitation Medicine, the Third Affiliated Hospital of Sun Yat-Sen University from July 2018 to January 2020 were selected. The patients were divided into tDCS group, VR group and combined treatment group by random number table method. All three groups received conventional rehabilitation treatment. Based on this, tDCS group received 2.0 mA tDCS treatment, VR group received 20 min VR treatment, and combined treatment group received the same tDCS and VR treatment. Before and 4 weeks after treatment, the Fugl-Meyer assessment-upper limb (FMA-UL), Wolf motor function test (WMFT) and modified barthel index (MBI) were used to evaluate the upper limb motor function and activities of daily life (ADL) of the three groups.ResultsA total of 45 patients were included, 15 in each group. No adverse reactions or fall off occurred during the treatment. Before treatment, there were no significant difference in FMA-UL, WMFT-Times, WMFT functional ability scores (WMFT-FAS), and MBI between the three groups (P>0.05). After 4 weeks of treatment, the FMA-UL, WMFT-Times, WMFT-FAS, and MBI scores of the three groups were significantly improved compared with those before treatment (P<0.05); the MBI score of the combination treatment group was significantly better than the tDCS group and VR group, and the FMA-UL was significantly better than the tDCS group, and the differences were statistically significant (P<0.05). Also, there were no significant differences in the improvement of FMA-UL, WMFT-Times, WMFT-FAS, and MBI scores between the tDCS group and the VR group (P>0.05); the differences of FMA-UL, WMFT-Times, WMFT-FAS, and MBI scores before and after treatment in the combined treatment group, which were significantly better than those in tDCS group and VR group (P<0.05). ConclusiontDCS combined with virtual reality can significantly improve the upper limb motor function and ADL ability of stroke patients, and the effect is superior to tDCS or VR treatment solely.

    Release date:2020-06-25 07:43 Export PDF Favorites Scan
  • The application value of virtual reality technology in the surgical treatment of coronary artery fistula and abnormal origin of coronary artery

    ObjectiveTo evaluate the application value of virtual reality (VR) technology in the surgical treatment of coronary artery fistula (CAF) and abnormal origin of coronary artery (AOOCA).MethodsFrom January 2014 to June 2018, with the assistance of virtual reality technology, 4 patients with CAF and 4 patients with AOOCA in the Department of Cardiac Surgery of our hospital underwent treatment method deciding and operation details planning. In the CAF patients, there was 1 male and 3 females and they were 8 years, 16 years, 62 years, and 65 years, respectively. In the AOOCA patients, there was 1 male and 3 females at age of 4-month, 2 years, 14 years, and 29 years, respectively.ResultsThe virtual heart models in all 8 patients were well matched with the real heart. The spatial structure information of CAF/AOOCA and surroundings can be intuitively and fully shown by virtual reality technology in all patients. All of the 4 CAF patients repaired coronary artery incision, including 2 patients with autologous pericardium patch and 2 patients with direct suture. Of the 4 AOOCA patients, 3 underwent coronary directly transplantation but 1 underwent Takeuchi surgery. And 2 had mitral valve plasty at the same time. All the operations were completed successfully, with good recovery and no serious complications. Among the 4 CAF patients, 3 had no residual fistula, and 1 had minor residual fistula. Coronary arteries were all unobstructed in 4 patients of AOOCA; moderate and severe mitral regurgitation in 2 patients were significantly reduced after surgery.ConclusionVR allows doctors to understand the spatial structure information of CAF/AOOCA and surroundings before the operation, and assists them to make accurate treatment decisions and develop detailed surgical plans before the operation, ensuring its safety. Its clinical application value is significant.

    Release date:2019-03-01 05:23 Export PDF Favorites Scan
  • Application of electronic skin in healthcare and virtual reality

    Electronic skin has shown great application potential in many fields such as healthcare monitoring and human-machine interaction due to their excellent sensing performance, mechanical properties and biocompatibility. This paper starts from the materials selection and structures design of electronic skin, and summarizes their different applications in the field of healthcare equipment, especially current development status of wearable sensors with different functions, as well as the application of electronic skin in virtual reality. The challenges of electronic skin in the field of wearable devices and healthcare, as well as our corresponding strategies, are discussed to provide a reference for further advancing the research of electronic skin.

    Release date:2023-12-21 03:53 Export PDF Favorites Scan
  • Review of joint attention deficit intervention based on virtual reality for children with autism

    Joint attention deficit is one of the core disorders in children with autism, which seriously affects the development of multiple basic skills such as language and communication. Virtual reality scene intervention has great potential in improving joint attention skills in children with autism due to its good interactivity and immersion. This article reviewed the application of virtual reality based social and nonsocial scenarios in training joint attention skills for children with autism in recent years, summarized the problems and challenges of this intervention method, and proposed a new joint paradigm for social scenario assessment and nonsocial scenario training. Finally, it looked forward to the future development and application prospects of virtual reality technology in joint attention skill training for children with autism.

    Release date:2024-06-21 05:13 Export PDF Favorites Scan
  • Application value of virtual reality simulation training combined with problem-based learning in arthroscopy teaching

    Objective To explore the application effect of virtual reality simulation technology (VRST) combined with problem-based learning (PBL) mode in knee arthroscopy teaching in sports medicine department. Methods A total of 76 trainees in sports medicine at Sichuan Provincial Orthopedic Hospital from June 2021 to June 2022 were retrospectively selected. According to the different teaching modes, they were divided into the research group and the control group with 38 trainees in each group. The traditional teaching mode was implemented in the control group, while VRST and PBL mode were implemented in the research group. The objective assessment results and teaching effect feedback of the two groups were compared. Results There was no statistical difference between the two groups in the average theoretical score of the trainees (91.35±1.05 vs. 90.94±1.12, P>0.05). The scores of the three manipulating parts of the research group (9.03±0.24, 9.12±0.31, and 9.24±0.27, respectively) were higher than those of the control group (8.76±0.36, 8.44±0.57, and 8.35±0.51, respectively), moreover, trainees in the research group had higher scores for study enthusiasm, teaching satisfaction, three-dimensional space sense, and virtual reality conversion degree (9.12±0.16, 9.67±0.11, 9.34±0.22, and 9.56±0.18, respectively) than those of the control group (8.89±0.27, 9.16±0.34, 8.67±0.37, and 8.42±0.23, respectively), and the differences were all statistically significant (P<0.05). Conclusion VRST combined with PBL mode could improve trainees’ ability to operate arthroscopy significantly, and stimulate trainees’ subjective learning ability to improve teaching effect.

    Release date:2024-10-25 01:48 Export PDF Favorites Scan
  • Virtual reality for the upper limb motor rehabilitation after stroke

    Stroke can lead to dysfunction of movement, sensation, cognition and other functions, eventually affect the quality of life of patients. Many patients suffer from severe and persistent upper limb dysfunction. Upper limb rehabilitation has always been a focus in clinical practice and scientific research of rehabilitation field. As an emerging technology, virtual reality (VR) provides simulated environments for patients to enhance their participation and experience, and has been more and more widely used in stroke rehabilitation. This paper reviews the application and research progress of VR in upper limb rehabilitation after stroke, discusses the current evidences based on both the independent application of VR and the application of VR combined with other rehabilitation interventions, and indicates that VR can play a positive role in promoting the upper limb strength and coordination of stroke patients and enhancing their motivation to participant in rehabilitation. In the future, more high-quality studies are needed to further confirm the efficacy and optimal parameter settings.

    Release date:2021-09-24 01:23 Export PDF Favorites Scan
  • Study of virtual reality technology combined with reduction plasty of femoral head in treatment of coxa plana

    Objective To explore the feasibility of virtual reality (VR) technology combined with reduction plasty of the femoral head in the treatment of coxa plana and evaluate its effectiveness. Methods Three patients with coxa plana were selected as the research objects between October 2018 and October 2020, all of them were male, aged 15-24 years. Preoperative surgical planning was performed using VR technology; 256 rows of CT data of hip joint were imported into software to generate three-dimensional (3D) imaging, simulate the surgical process, and determine the matching relationship between the femoral head and acetabulum. According to the preoperative planning, reduction plasty of the femoral head under surgical dislocation, relative lengthening of the femoral neck, and periacetabular osteotomy were performed. The reduction of osteotomy size of femoral head and rotation angle of acetabulum were confirmed by C-arm fluoroscopy. The healing of the osteotomy were assessed by radiological examination after operation. The Harris score of hip function and visual analogue scale (VAS) score were recorded before and after operation. The femoral head roundness index, center-edge (CE) angle, and femoral head coverage were measured by X-ray films. ResultsThree operations were completed successfully, and the operation time was 460, 450, and 435 minutes, and the intraoperative blood loss was 733, 716, and 829 mL, respectively. All patients were infused with 3 U suspension oligoleucocyte and 300 mL frozen virus inactivated plasma after operation. No postoperative complication occurred, such as infection and deep vein thrombosis. Three patients were followed up 25, 30, and 15 months, respectively. CT showed good healing of the osteotomy at 3 months after operation. The VAS score and Harris score at 12 months after operation and at last follow-up, as well as the femoral head rounding index, hip CE angle, and femoral head coverage at 12 months after operation significantly improved when compared with those before operation; the hip function was evaluated by the Harris score at 12 months after operation, and all three patients were good. ConclusionVR technology combined with reduction plasty of the femoral head can achieve satisfactory short-term effectiveness in the treatment of coxa plana.

    Release date:2023-03-13 08:33 Export PDF Favorites Scan
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