A Virtual Environment for Training and Assessment of Surgical Teams
Paulo Vinícius F. Paiva¹, Liliane S. Machado²
LabTEVE
Federal University of Paraíba
João Pessoa/PB, Brazil
¹paulovfppiox@gmail.com, ²liliane@di.ufpb.br
Ana Maria Gondim Valença
Department of Social and Clinical Dentistry.
Federal University of Paraíba
João Pessoa/PB, Brazil
anaval@terra.com.br
Abstract— Collaborative Virtual Environments (CVEs) can
improve the way remote users interact with one another while
learning and training skills on a given task. One CVE’s
possibility to the health area is the simulation of medical
procedures in which a group of remote users can train and
interact simultaneously. Health area has been benefited from
the advent of Virtual Reality (VR) especially in education area,
where these systems present some advantages over traditional
teaching methods such as: cost reduction for training, reducing
the use of guinea pigs and anatomical specimens in laboratory
practices as well the use of interactive teaching approaches.
Another VR’s feature is the ability to monitor user’s actions
for assessing training performance. Thus, statistical models are
used in order to check whether a group performed the
procedure correctly or not. The goal is to allow the formation
of teams and the development of individual skills to work
together. This work proposes and discusses one CVE’s
architecture for supporting training and assessment of team
skills, during surgery simulation.
Keywords- collaborative virtual environments; surgery
simulation; skills assessment; distance education
I. INTRODUCTION
Collaborative Virtual Environments (CVEs) are Virtual
Reality (VR) applications in which a group of users interact
with one another over a computer network, in real-time, in
order to perform a given task, collaboratively [5, 40, 26, 4].
In such systems, remote users exploit deeper levels of
realism while they perceive remote user’s actions, such as if
they were sharing the same space on the real world. Thus,
Collaboration is a well known concept in VR and has
applications in many areas such as collaborative design and
software engineering, medical applications (e.g. tele-
surgery) and distance learning [26]. The CVEs makes
possible the collaboration between students and
professionals (located in different geographic locations)
which can help each other to improve the quality of learning
in different practices and disciplines. Another CVE’s
advantage is the possibility of providing Distance Learning
(DL), helping some regions devoid of health specialists or
technological resources for practical training.
In health education, for example, these systems present
some advantages over traditional teaching methods while
brings the possibility of cost reduction in training programs,
the disuse of guinea pigs and cadaveric anatomical parts
during laboratory practices, and the use of more interactive
teaching methods. The VR increases user’s interaction while
it occurs in more intuitive approach through the use of
especial interaction devices. One example is the haptic
devices which enable users to identify textures and material
properties (e.g. hardness and elasticity) of virtual objects
such as human organs and tissues. Haptic devices explore
the tactile sensation of users and can simulate the use of
needles or scalpels used in procedures such as blood
collection, cut, suture and minimally invasive surgeries [18,
26].
VR systems also offers the possibility of professionals to
watch 3D models within human body and organs, to learn to
deal with real situations that often occur in clinical
operations, or even with critical and unexpected situations
as well as to practice risk interventions in virtual human
body [36]. Thus, many kinds of VR applications have been
developed as technological support to health practices, not
only inside education area. Nowadays, VR applications are
also used for supporting surgery planning,
neuropsychological assessment and rehabilitation of patients
with phobic disorders, distance diagnostics, composition of
new drugs, visualization and simulation of virtual patients
and virtual human physiologies, among other possibilities.
Another feature presented by VR systems is the ability
to monitor the actions undertaken in order to investigate and
assess the performance of users’ training in Virtual
Environments (VEs), enabling the reporting of its
performance and levels of knowledge [23]. Thus, user’s
assessment is important for educational purposes in which is
indispensable the feedback of user’s actions.
Thus, different methods for user’s evaluation have been
used in VEs, from simplest ones such as the use of
questionnaires, video tapes observation, to the most
complex approaches, as the use of statistical methods and
artificial intelligence (AI) techniques which classify
student’s performance training. In the second case,
statistical methods are implemented in assessment systems
that run simultaneously to the VR simulator.
This work has as main objective to propose and discuss
a CVE’s architecture devoted to support training of surgical
teams, providing the feature of assessment of team members
through the use of an expert system based on fuzzy logic.
Firstly, some fundamental concepts are discussed, and then
it presents the results of a literature review on computational
applications in support of health area and finally it presents
2013 XV Symposium on Virtual and Augmented Reality
978-0-7695-5001-5/13 $26.00 © 2013 IEEE
DOI 10.1109/SVR.2013.22
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