2008 |
Costas S Tzafestas, Kostas Birbas, Yiannis Koumpouros, Dimitri Christopoulos Pilot Evaluation Study of a Virtual Paracentesis Simulator for Skill Training and Assessment: The Beneficial Effect of Haptic Display Journal Article Presence: Teleoperators & Virtual Environments, 17 (2), pp. 212–229, 2008, ISBN: 10547460. Abstract | BibTeX | Links: [PDF] @article{1_98, title = {Pilot Evaluation Study of a Virtual Paracentesis Simulator for Skill Training and Assessment: The Beneficial Effect of Haptic Display}, author = {Costas S Tzafestas and Kostas Birbas and Yiannis Koumpouros and Dimitri Christopoulos}, url = {http://ezproxy.lib.swin.edu.au/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=31446380&site=ehost-live&scope=site}, isbn = {10547460}, year = {2008}, date = {2008-01-01}, journal = {Presence: Teleoperators & Virtual Environments}, volume = {17}, number = {2}, pages = {212--229}, abstract = {Effective, real-time training of health care professionals in invasive procedures is a challenging task. Furthermore, assessing in practice the acquisition of the dexterity and skills required to safely perform such operations is particularly difficult to perform objectively and reliably. The development of virtual reality (VR) simulators offers great potential toward these objectives, and can help bypass some of the difficulties associated with classical surgical training and assessment procedures. In this context, we have developed a prototype VR simulator platform for training in a class of invasive procedures, such as accessing central vessels. This paper focuses more particularly on a pilot study treating the specific application case of subclavian vein paracentesis. The simulation incorporates 3D models of all the human anatomy structures involved in this procedure, where collision detection and response algorithms are implemented to simulate most of the potential complications in accordance with the situations encountered in real clinical practice. Furthermore, haptic display is integrated using a typical force feedback device providing the user with a sense of touch during the simulated operations. Our main objective in this study was to obtain quantitative evaluation results regarding the effect of haptic display on performance. Two user groups participated in the study: (I) novice users and (II) experienced surgeons. The system automatically provides quantitative assessment scores of users' performance, applying a set of objective measures that also involve the optimality of the needle insertion path and indicators of maneuvering errors. Training and skill assessment performance of the system is evaluated in a twofold manner, regarding respectively: (a) the learning curve of novice users, and (b) the correlation of the system-generated scores with the actual surgical experience of the user. These performance indicators are assessed with respect to the activation of the haptic display and to whether this has any beneficial effect (or not). The experimental findings of this first pilot study provide quantitative evidence about the significance of haptic display, not only as a means to enhance the realism of the surgical simulation, but especially as an irreplaceable component for achieving objective and reliable skill assessment. Further larger-scale and long-term clinical studies are needed to validate the effectiveness of such platforms for actual training and dexterity enhancement, particularly when more complex sensorimotor skills are involved. [ABSTRACT FROM AUTHOR] Copyright of Presence: Teleoperators & Virtual Environments is the property of MIT Press and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)}, keywords = {}, pubstate = {published}, tppubtype = {article} } Effective, real-time training of health care professionals in invasive procedures is a challenging task. Furthermore, assessing in practice the acquisition of the dexterity and skills required to safely perform such operations is particularly difficult to perform objectively and reliably. The development of virtual reality (VR) simulators offers great potential toward these objectives, and can help bypass some of the difficulties associated with classical surgical training and assessment procedures. In this context, we have developed a prototype VR simulator platform for training in a class of invasive procedures, such as accessing central vessels. This paper focuses more particularly on a pilot study treating the specific application case of subclavian vein paracentesis. The simulation incorporates 3D models of all the human anatomy structures involved in this procedure, where collision detection and response algorithms are implemented to simulate most of the potential complications in accordance with the situations encountered in real clinical practice. Furthermore, haptic display is integrated using a typical force feedback device providing the user with a sense of touch during the simulated operations. Our main objective in this study was to obtain quantitative evaluation results regarding the effect of haptic display on performance. Two user groups participated in the study: (I) novice users and (II) experienced surgeons. The system automatically provides quantitative assessment scores of users' performance, applying a set of objective measures that also involve the optimality of the needle insertion path and indicators of maneuvering errors. Training and skill assessment performance of the system is evaluated in a twofold manner, regarding respectively: (a) the learning curve of novice users, and (b) the correlation of the system-generated scores with the actual surgical experience of the user. These performance indicators are assessed with respect to the activation of the haptic display and to whether this has any beneficial effect (or not). The experimental findings of this first pilot study provide quantitative evidence about the significance of haptic display, not only as a means to enhance the realism of the surgical simulation, but especially as an irreplaceable component for achieving objective and reliable skill assessment. Further larger-scale and long-term clinical studies are needed to validate the effectiveness of such platforms for actual training and dexterity enhancement, particularly when more complex sensorimotor skills are involved. [ABSTRACT FROM AUTHOR] Copyright of Presence: Teleoperators & Virtual Environments is the property of MIT Press and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) |
Costas S. Tzafestas, Kostas Birbas, Yiannis Koumpouros, Dimitris Christopoulos Pilot evaluation study of a virtual paracentesis simulator for skill training and assessment: The beneficial effect of haptic display Conference Presence: Teleoperators and Virtual Environments, 17 (2), 2008, ISSN: 10547460. Abstract | BibTeX | Links: [PDF] @conference{49b, title = {Pilot evaluation study of a virtual paracentesis simulator for skill training and assessment: The beneficial effect of haptic display}, author = { Costas S. Tzafestas and Kostas Birbas and Yiannis Koumpouros and Dimitris Christopoulos}, url = {http://users.softlab.ece.ntua.gr/~ktzaf/Publications/EuroHaptics2006_Tzafestas_finalpaper_91.pdf}, doi = {10.1162/pres.17.2.212}, issn = {10547460}, year = {2008}, date = {2008-01-01}, booktitle = {Presence: Teleoperators and Virtual Environments}, volume = {17}, number = {2}, pages = {212--229}, abstract = {Abstract Effective, real-time training of health care professionals in invasive procedures is a challenging task. Furthermore, assessing in practice the acquisition of the dexterity and skills required to safely perform such operations is particularly difficult to per- form objectively and reliably. The development of virtual reality (VR) simulators offers great potential toward these objectives, and can help bypass some of the difficulties associated with classical surgical training and assessment procedures. In this context, we have developed a prototype VR simulator platform for training in a class of invasive procedures, such as accessing central vessels. This paper focuses more particularly on a pilot study treating the specific application case of subclavian vein paracentesis. The simulation incorporates 3D models of all the human anatomy structures involved in this procedure, where collision detection and response algo- rithms are implemented to simulate most of the potential complications in accor- dance with the situations encountered in real clinical practice. Furthermore, haptic display is integrated using a typical force feedback device providing the user with a sense of touch during the simulated operations. Our main objective in this study was to obtain quantitative evaluation results regarding the effect of haptic display on performance. Two user groups participated in the study: (I) novice users and (II) experienced surgeons. The system automatically provides quantitative assessment scores of users' performance, applying a set of objective measures that also involve the optimality of the needle insertion path and indicators of maneuvering errors. Training and skill assessment performance of the system is evaluated in a twofold manner, regarding respectively: (a) the learning curve of novice users, and (b) the correlation of the system-generated scores with the actual surgical experience of the user. These performance indicators are assessed with respect to the activation of the haptic display and to whether this has any beneficial effect (or not). The ex- perimental findings of this first pilot study provide quantitative evidence about the significance of haptic display, not only as a means to enhance the realism of the surgical simulation, but especially as an irreplaceable component for achieving objec- tive and reliable skill assessment. Further larger-scale and long-term clinical studies are needed to validate the effectiveness of such platforms for actual training and dexterity enhancement, particularly when more complex sensorimotor skills are involved.}, keywords = {}, pubstate = {published}, tppubtype = {conference} } Abstract Effective, real-time training of health care professionals in invasive procedures is a challenging task. Furthermore, assessing in practice the acquisition of the dexterity and skills required to safely perform such operations is particularly difficult to per- form objectively and reliably. The development of virtual reality (VR) simulators offers great potential toward these objectives, and can help bypass some of the difficulties associated with classical surgical training and assessment procedures. In this context, we have developed a prototype VR simulator platform for training in a class of invasive procedures, such as accessing central vessels. This paper focuses more particularly on a pilot study treating the specific application case of subclavian vein paracentesis. The simulation incorporates 3D models of all the human anatomy structures involved in this procedure, where collision detection and response algo- rithms are implemented to simulate most of the potential complications in accor- dance with the situations encountered in real clinical practice. Furthermore, haptic display is integrated using a typical force feedback device providing the user with a sense of touch during the simulated operations. Our main objective in this study was to obtain quantitative evaluation results regarding the effect of haptic display on performance. Two user groups participated in the study: (I) novice users and (II) experienced surgeons. The system automatically provides quantitative assessment scores of users' performance, applying a set of objective measures that also involve the optimality of the needle insertion path and indicators of maneuvering errors. Training and skill assessment performance of the system is evaluated in a twofold manner, regarding respectively: (a) the learning curve of novice users, and (b) the correlation of the system-generated scores with the actual surgical experience of the user. These performance indicators are assessed with respect to the activation of the haptic display and to whether this has any beneficial effect (or not). The ex- perimental findings of this first pilot study provide quantitative evidence about the significance of haptic display, not only as a means to enhance the realism of the surgical simulation, but especially as an irreplaceable component for achieving objec- tive and reliable skill assessment. Further larger-scale and long-term clinical studies are needed to validate the effectiveness of such platforms for actual training and dexterity enhancement, particularly when more complex sensorimotor skills are involved. |
2004 |
C. S. Tzafestas, Y. Koumpouros, K. Birbas Haptic interaction in VR-based paracentesis simulation for dexterity enhancement and assessment Conference International Congress Series, 1268 (C), 2004, ISSN: 05315131. @conference{57b, title = {Haptic interaction in VR-based paracentesis simulation for dexterity enhancement and assessment}, author = { C. S. Tzafestas and Y. Koumpouros and K. Birbas}, doi = {10.1016/j.ics.2004.03.254}, issn = {05315131}, year = {2004}, date = {2004-01-01}, booktitle = {International Congress Series}, volume = {1268}, number = {C}, pages = {413--418}, abstract = {In this paper, we describe the development of an interactive virtual reality (VR) system that aims to realistically simulate specific paracentesis clinical procedures (particularly the procedure involved in the catheterization of the subclavian vein). A simplified elasto-static finite-element model is used for the physically based simulation of the deformable tissues, particularly skin deflection during needle insertion. The VR-based simulation is being coupled with a haptic feedback device to provide to the user realistic feeling of the interaction forces applied during the simulated paracentesis procedure. The system described is developed in the frames of a research project aiming to develop a larger-scale virtual environment simulator of emergency room (ER) scenarios and protocols for clinical skill training and assessment. textcopyright 2004, CARS and Elsevier B.V. All rights reserved.}, keywords = {}, pubstate = {published}, tppubtype = {conference} } In this paper, we describe the development of an interactive virtual reality (VR) system that aims to realistically simulate specific paracentesis clinical procedures (particularly the procedure involved in the catheterization of the subclavian vein). A simplified elasto-static finite-element model is used for the physically based simulation of the deformable tissues, particularly skin deflection during needle insertion. The VR-based simulation is being coupled with a haptic feedback device to provide to the user realistic feeling of the interaction forces applied during the simulated paracentesis procedure. The system described is developed in the frames of a research project aiming to develop a larger-scale virtual environment simulator of emergency room (ER) scenarios and protocols for clinical skill training and assessment. textcopyright 2004, CARS and Elsevier B.V. All rights reserved. |
2003 |
Costas S Tzafestas Whole-Hand Kinesthetic Feedback and Haptic Perception in Dextrous Virtual Manipulation Journal Article IEEE Transactions on Systems, Man, and Cybernetics Part A:Systems and Humans., 33 (1), pp. 100–113, 2003, ISSN: 10834427. Abstract | BibTeX | Links: [PDF] @article{0_49, title = {Whole-Hand Kinesthetic Feedback and Haptic Perception in Dextrous Virtual Manipulation}, author = {Costas S Tzafestas}, url = {http://robotics.ntua.gr/wp-content/uploads/publications/Tzafestas_TSMC-A-2003_01206459.pdf}, doi = {10.1109/TSMCA.2003.812600}, issn = {10834427}, year = {2003}, date = {2003-01-01}, journal = {IEEE Transactions on Systems, Man, and Cybernetics Part A:Systems and Humans.}, volume = {33}, number = {1}, pages = {100--113}, abstract = {One of the key requirements for a Virtual Reality system is the multimodal, real-time interaction between the human operator and a computer simulated and animated environment. This paper investigates problems related particularly to the haptic interaction between the human operator and a virtual environment. The work presented here focuses on two issues: 1) the synthesis of whole-hand kinesthetic feedback, based on the application of forces (torques) on individual phalanges (joints) of the human hand, and 2) the experimental evaluation of this haptic feedback system, in terms of human haptic perception of virtual physical properties (such as the weight of a virtual manipulated object), using psychophysical methods. The proposed kinesthetic feedback methodology is based on the solution of a generalized force distribution problem for the human hand during virtual manipulation tasks. The solution is computationally efficient and has been experimentally implemented using an exoskeleton force-feedback glove. A series of experiments is reported concerning the perception of weight of manipulated virtual objects and the obtained results demonstrate the feasibility of the concept. Issues related to the use of sensory substitution techniques for the application of haptic feedback on the human hand are also discussed.}, keywords = {}, pubstate = {published}, tppubtype = {article} } One of the key requirements for a Virtual Reality system is the multimodal, real-time interaction between the human operator and a computer simulated and animated environment. This paper investigates problems related particularly to the haptic interaction between the human operator and a virtual environment. The work presented here focuses on two issues: 1) the synthesis of whole-hand kinesthetic feedback, based on the application of forces (torques) on individual phalanges (joints) of the human hand, and 2) the experimental evaluation of this haptic feedback system, in terms of human haptic perception of virtual physical properties (such as the weight of a virtual manipulated object), using psychophysical methods. The proposed kinesthetic feedback methodology is based on the solution of a generalized force distribution problem for the human hand during virtual manipulation tasks. The solution is computationally efficient and has been experimentally implemented using an exoskeleton force-feedback glove. A series of experiments is reported concerning the perception of weight of manipulated virtual objects and the obtained results demonstrate the feasibility of the concept. Issues related to the use of sensory substitution techniques for the application of haptic feedback on the human hand are also discussed. |
2000 |
Costas S Tzafestas, Dimitris Valatsos VR-based Teleoperation of a Mobile Robotic Assistant : Progress Report Conference in Proc: European Workshop on Service and Humanoid Robots (Servicerob'2001), pp.51-56, Santorini, Greece, 2001, (c), 2000. @conference{61c, title = {VR-based Teleoperation of a Mobile Robotic Assistant : Progress Report}, author = { Costas S Tzafestas and Dimitris Valatsos}, year = {2000}, date = {2000-01-01}, booktitle = {in Proc: European Workshop on Service and Humanoid Robots (Servicerob'2001), pp.51-56, Santorini, Greece, 2001}, number = {c}, keywords = {}, pubstate = {published}, tppubtype = {conference} } |
1997 |
Costas Tzafestas, Philippe Coiffet Computing optimal forces for generalized kinesthetic feedback on the human hand during virtual grasping and manipulation Conference Proceedings of the 1997 IEEE International Conference on Robotics and Automation, ICRA. Part 3 (of 4), 1 , 1997, ISSN: 10504729. Abstract | BibTeX | Links: [PDF] @conference{72b, title = {Computing optimal forces for generalized kinesthetic feedback on the human hand during virtual grasping and manipulation}, author = { Costas Tzafestas and Philippe Coiffet}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0030689450&partnerID=40&md5=7af2ee142d6712b81d4055a125026bb1}, doi = {10.1109/ROBOT.1997.620025}, issn = {10504729}, year = {1997}, date = {1997-01-01}, booktitle = {Proceedings of the 1997 IEEE International Conference on Robotics and Automation, ICRA. Part 3 (of 4)}, volume = {1}, pages = {118--123}, abstract = {The paper focuses on the problem of force-feedback for the human-operator hand when manipulating virtual objects. We propose a method for the computation of feedback-forces that have to be applied on each individual phalanx and finger of the human hand in order to display pertinent, kinesthetic information about static or dynamic characteristics of objects present in the virtual scene. External forces and moments of the manipulated virtual objects have to be mapped on the contact-forces space of the virtual grasp. The method is based on the solution of a nonlinear programming problem, formulated by performing a static analysis of a general, multiple contact points virtual grasp. A methodology for modelling interactions within a virtual environment, and performing realistic grasping and manipulation, is also presented.}, keywords = {}, pubstate = {published}, tppubtype = {conference} } The paper focuses on the problem of force-feedback for the human-operator hand when manipulating virtual objects. We propose a method for the computation of feedback-forces that have to be applied on each individual phalanx and finger of the human hand in order to display pertinent, kinesthetic information about static or dynamic characteristics of objects present in the virtual scene. External forces and moments of the manipulated virtual objects have to be mapped on the contact-forces space of the virtual grasp. The method is based on the solution of a nonlinear programming problem, formulated by performing a static analysis of a general, multiple contact points virtual grasp. A methodology for modelling interactions within a virtual environment, and performing realistic grasping and manipulation, is also presented. |
1996 |
C Tzafestas, P Coiffet Real-time collision detection using spherical octrees: virtual reality application Conference Robot and Human Communication, 1996., 5th IEEE International Workshop on, 1996, ISBN: 0780332539. @conference{73b, title = {Real-time collision detection using spherical octrees: virtual reality application}, author = { C Tzafestas and P Coiffet}, doi = {10.1109/ROMAN.1996.568888}, isbn = {0780332539}, year = {1996}, date = {1996-01-01}, booktitle = {Robot and Human Communication, 1996., 5th IEEE International Workshop on}, pages = {500--506}, abstract = {A method for detecting potential collisions between three-dimensional moving objects is described in this paper. An object-centered, spherical octree representation is defined and implemented for the localisation of potentially colliding features between polyhedral objects. These features are subsequently tested for intersection in order to calculate precisely the actual collision points. Application of the algorithm for the direct manipulation of objects in a virtual scene is considered, to investigate its real-time behaviour. The performance of the algorithm is found to remain linear with respect to the complexity of the colliding objects}, keywords = {}, pubstate = {published}, tppubtype = {conference} } A method for detecting potential collisions between three-dimensional moving objects is described in this paper. An object-centered, spherical octree representation is defined and implemented for the localisation of potentially colliding features between polyhedral objects. These features are subsequently tested for intersection in order to calculate precisely the actual collision points. Application of the algorithm for the direct manipulation of objects in a virtual scene is considered, to investigate its real-time behaviour. The performance of the algorithm is found to remain linear with respect to the complexity of the colliding objects |
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