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VIRTUAL REALITY

Bharti Tempkin has created a pioneering program to create 3D computer-based representations of the human body to assist with medical training.

Written by Scott Slemmons

Envision an emergency room sometime in the future: A patient who has suffered a brain embolism is brought in. The attending physician determines that surgery will be needed to drain the blood and relieve pressure on the brain. However, can all the lost blood be removed quickly, safely and accurately? The doctor orders an MRI scan taken of the patient’s brain, but even this may not be precise enough to ensure there is no permanent damage to the patient. The doctor feeds the scan into a computer, punches a couple of buttons and is rewarded with a complete three-dimensional image of the patient's brain. More keys are punched, and the doctor is able to peel away layers of the virtual image, highlight all the areas of the brain where blood has hemorrhaged. The physician runs a quick walk-through tutorial of exactly what will be needed for the surgery before actually going into the operating room.

For now, this scene is only science fiction, but researchers at Texas Tech University are working to help bring this technology into existence with pioneering work in virtual reality. Bharti Temkin, Ph.D., associate professor of computer science and research professor of surgery, directs the program designed to create three-dimensional computer-based representations of the human body to assist with medical training and to help doctors prepare for surgeries. The process of creating such representations and interacting with them is known as virtual reality, or VR. In her laboratory, medical students and surgeons interact with the simulation using haptic devices or electronic sensing devices that replicate the sense of touch. Touch is critical in performing surgery and being able to “touch” the digital body results in a realistic experience.

"Our work has two important applications," says Temkin. "First, we want to train medical students before they perform the actual surgery. This is similar to training pilots using flight simulators. The use of a computer allows for execution of basic manipulations that can be performed and evaluated by students and teachers before actual surgical procedures are performed. Secondly, we want to give practicing surgeons the opportunity to learn new skills and procedures unfamiliar to them. Overall, this type of system will change the fundamentals of a surgeon’s training."

Using the virtual sensation of touch in a three-dimensional form

Eric Acosta, a graduate student working toward his doctorate in computer science, has been involved with the virtual reality project since 1998. He says an important part of creating a VR surgical simulator is making sure the virtual patients are not cookie-cutter copies of each other. One should remember that details of human anatomy vary from person to person.

"What we want to be able to do is present a variety of cases," said Acosta, “something that is not commonly seen. We also can create different virtual patients for the same surgery so one can train for the same surgery, but based on different patients. We also want to be able to evaluate the surgeons and see how well they perform their tasks."

Acosta says virtual reality programs are important in giving students and doctors the ability to "touch" the computer-generated objects.

"Not only do we want to present a visual representation of the virtual world, but we want to be able to give doctors the ability to touch these objects," said Acosta. "In real life, we use the sense of touch to get a lot of information."

Using a variety of haptic devices allows users to touch and interact with objects that only exist in a computer's hard drive. One of the devices of touch resembles a fountain pen attached to a mechanical arm. When moved about, the pen creates a cursor on the computer screen to indicate its position. When the cursor moves against a three-dimensional image on the screen, the pen generates resistance, allowing the user to feel all along the front, top, bottom, sides and even the back of the object. Several different shapes are included in the computer program, from simple geometric shapes, like spheres and cones, to letters of the alphabet, to parts of the body, including kidney and skeletal hand models.

Another haptic device allows users to reach into a virtual patient to clamp and snip blood vessels. The vessels themselves can be lifted, pulled and stretched, but not too far – too much yanking on a virtual vessel will break it. The current program does not allow for any spilling of blood if a vessel is torn, though Acosta said he is considering adding that option.

Temkin notes that virtual reality could allow doctors-in-training to learn important skills that usually must be gained by practicing on live patients.

"Most of the residents observe some surgeries but do not necessarily have first-hand experience," said Temkin. "They may be looking over someone's shoulder while they do the surgery, or perhaps they may participate in a portion of the surgery. The real training often occurs on real patients, and one mistake can be bad. If they can practice on a virtual patient on a computer, they can learn from their mistakes without worrying about harming a real person." Continuing training also is important for practicing physicians and surgeons, who attempt to continue their training.

"Remember, the medical field is not static," Temkin said. "It's a very dynamic field. As new technology comes along, the doctors who are doing surgery now need to be trained for that new technology. They need to practice the new techniques, so if you can train them in a virtual environment, the learning is much faster and the knowledge is safer for the patient."

 Virtual reality also can be used as a diagnostic tool. Acosta has created a program that can take any CT or MRI scan and convert it into three-dimensional, interactive virtual structures. “Using that information, we identify and isolate anatomical structures or organs of interest to create the three-dimensional models,” Tempkin says.

“We want to be able to create a virtual patient," says Acosta. "One of the data sets that are becoming fairly standard is the Visible Human. This is a project from the National Library of Medicine, where researchers froze a cadaver, took CT and MRI scans, took one-millimeter slices from head to toe and came up with 1,876 slices. They took pictures of those slices, then went back and labeled all those images, pixel by pixel, as to what those structures were. Using that information, we can graph any MRI with every part of the body, every structure, every organ."

With more than a thousand structures identified and labeled, Acosta's program can locate specific structures and anatomical systems. The program also can do a three-dimensional dissection of the virtual body, from whatever view is desired. Layers of skin, muscle, fat and bone can be digitally sliced away to give a surgeon a better look of problem areas.

The Minds of the Virtual Reality Applications Laboratory The Minds of the Virtual Reality Applications Laboratory: Caleb Peterson, Eric Acosta, and Sreeram Vaidyanath

"Our basic goal is to allow the surgeon to review the whole procedure in virtual reality before surgery is done on a patient," said Temkin. "What the doctor will be able to do is look at the patient's specific anatomical anomalies, then choreograph the whole procedure with the virtual reality simulation, so when the surgery is performed, it is very efficient and the surgeon knows exactly what needs to be done. We want to create an application-programming interface, so the surgeon can create a plug-and-play situation. For example, the surgeon can say, 'I'm doing gall bladder surgery on Patient X. I'm having a problem with only one piece of the surgery, and the rest of it I know.’ There is no reason for the surgeon to go through an application where he or she has to do everything repeatedly. The doctors can build a new application when they want it, where they want it, how they want it and they can practice exactly what they want."

"In surgeries where doctors are separating Siamese twins, for example, the decisions doctors make are very critical. If we get a simulator that's very realistic, they can look at the specific case in virtual reality and compare what the outcomes will be if they make certain decisions,” Acosta says. “So the medical professionals can approximate the outcome before anything is done."

Acosta says that the system is being developed with the aid of the Texas Tech Health Science Center's Department of Surgery, which has enabled the computer science department researchers to expand their thinking beyond the ones and zeroes of computer programming.

"As we develop these systems, we're interested in feedback," says Acosta. "We come from a computer science point of view, and the surgeons come from a medical point of view. Therefore, it is important that we take the doctors’ view and our view and come up with something that will work. Many systems are being developed. You have someone who is very good with computers trying to develop this, but in the end, it may not suit the needs of the medical community. By collaborating and interacting with the medical community, we are able to get that important feedback to make sure we stay on the right track and create a system that will benefit everybody."

While great strides have been made in virtual reality in the last few years, Temkin says more work still needs to be done before the technology will be useful for actual human surgery.

"What you see is an approximation of what needs to be done, and the question becomes how good is this approximation?” Temkin says. "The question of how close to reality we can come technically still is to be answered. With the virtual reality components, it's very important that the underlying technology be continuously redefined, a very important point."

Running her hand from a small stack of papers on her desk to the surface of the desk itself, Tempkin explains, “The possible range of the sense of touch, or the resolution of touch, means that if I continually touch something made of one kind of material and then touch a similar kind of material, how much of a difference does there need to be between these two materials before I notice they are different and not the same material. It is important that these haptic devices have a very fine resolution of touch, but at the moment, it is still very coarse. A human hand can tell the difference between the feel of the top of a wooden desk and a sheet of paper, but a computer cannot necessarily tell the difference. That technology is more on a mechanical engineering level, where the mechanics of the device itself will change. The second technology is computer science. Any software is prone to errors, so can the software technology also be taken to the level where you can eliminate as many errors as possible?"

Despite the challenges, Temkin and Acosta believe that the future is bright for virtual reality, thanks to technology and programming that have been developed at Texas Tech.

Examples of Virtual Bodies

"One of the things Eric did for his master's thesis was a program called ‘Graphics to Haptics,'" says Temkin. "Before his work, you could create a graphics environment, in other words, a three-dimensional environment in which you can rotate an object, scale it and cut through it. However, if you wanted to make the environment touchable, you had to take the time to reprogram the application itself. With Eric's program, you have to do no additional programming. If you have a graphics environment, you can say, 'Make it touchable,' and it does it, with just the touch of a button. That is exactly the sort of program that surgeons will need so they can do the work themselves, instead of relying on us."

"We always have to keep the future in mind," says Temkin. "As technology changes, we have to be very dynamic; in our lab, all the software is dynamic. We design our software in such a way that it can be changed with minimum additional effort. A surgeon should be able to choreograph the tasks and the skills that are needed and create an application only when required, and not rely on some fixed application that always does the same thing."

 Pioneering work in virtual reality, Temkin and her team of researchers are creating a future of possibilities to apply to probabilities.

 

 

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