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The effect of virtual reality on temporal bone anatomy evaluation and performance
PURPOSE: There is only limited data on the application of virtual reality (VR) for the evaluation of temporal bone anatomy. The aim of the present study was to compare the VR environment to traditional cross-sectional viewing of computed tomography images in a simulated preoperative planning setting...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Berlin Heidelberg
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9363303/ https://www.ncbi.nlm.nih.gov/pubmed/34837519 http://dx.doi.org/10.1007/s00405-021-07183-9 |
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author | Timonen, Tomi Dietz, Aarno Linder, Pia Lehtimäki, Antti Löppönen, Heikki Elomaa, Antti-Pekka Iso-Mustajärvi, Matti |
author_facet | Timonen, Tomi Dietz, Aarno Linder, Pia Lehtimäki, Antti Löppönen, Heikki Elomaa, Antti-Pekka Iso-Mustajärvi, Matti |
author_sort | Timonen, Tomi |
collection | PubMed |
description | PURPOSE: There is only limited data on the application of virtual reality (VR) for the evaluation of temporal bone anatomy. The aim of the present study was to compare the VR environment to traditional cross-sectional viewing of computed tomography images in a simulated preoperative planning setting in novice and expert surgeons. METHODS: A novice (n = 5) and an expert group (n = 5), based on their otosurgery experience, were created. The participants were asked to identify 24 anatomical landmarks, perform 11 distance measurements between surgically relevant anatomical structures and 10 fiducial markers on five cadaver temporal bones in both VR environment and cross-sectional viewings in PACS interface. The data on performance time and user-experience (i.e., subjective validation) were collected. RESULTS: The novice group made significantly more errors (p < 0.001) and with significantly longer performance time (p = 0.001) in cross-sectional viewing than the expert group. In the VR environment, there was no significant differences (errors and time) between the groups. The performance of novices improved faster in the VR. The novices showed significantly faster task performance (p = 0.003) and a trend towards fewer errors (p = 0.054) in VR compared to cross-sectional viewing. No such difference between the methods were observed in the expert group. The mean overall scores of user-experience were significantly higher for VR than cross-sectional viewing in both groups (p < 0.001). CONCLUSION: In the VR environment, novices performed the anatomical evaluation of temporal bone faster and with fewer errors than in the traditional cross-sectional viewing, which supports its efficiency for the evaluation of complex anatomy. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s00405-021-07183-9. |
format | Online Article Text |
id | pubmed-9363303 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Springer Berlin Heidelberg |
record_format | MEDLINE/PubMed |
spelling | pubmed-93633032022-08-11 The effect of virtual reality on temporal bone anatomy evaluation and performance Timonen, Tomi Dietz, Aarno Linder, Pia Lehtimäki, Antti Löppönen, Heikki Elomaa, Antti-Pekka Iso-Mustajärvi, Matti Eur Arch Otorhinolaryngol Otology PURPOSE: There is only limited data on the application of virtual reality (VR) for the evaluation of temporal bone anatomy. The aim of the present study was to compare the VR environment to traditional cross-sectional viewing of computed tomography images in a simulated preoperative planning setting in novice and expert surgeons. METHODS: A novice (n = 5) and an expert group (n = 5), based on their otosurgery experience, were created. The participants were asked to identify 24 anatomical landmarks, perform 11 distance measurements between surgically relevant anatomical structures and 10 fiducial markers on five cadaver temporal bones in both VR environment and cross-sectional viewings in PACS interface. The data on performance time and user-experience (i.e., subjective validation) were collected. RESULTS: The novice group made significantly more errors (p < 0.001) and with significantly longer performance time (p = 0.001) in cross-sectional viewing than the expert group. In the VR environment, there was no significant differences (errors and time) between the groups. The performance of novices improved faster in the VR. The novices showed significantly faster task performance (p = 0.003) and a trend towards fewer errors (p = 0.054) in VR compared to cross-sectional viewing. No such difference between the methods were observed in the expert group. The mean overall scores of user-experience were significantly higher for VR than cross-sectional viewing in both groups (p < 0.001). CONCLUSION: In the VR environment, novices performed the anatomical evaluation of temporal bone faster and with fewer errors than in the traditional cross-sectional viewing, which supports its efficiency for the evaluation of complex anatomy. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s00405-021-07183-9. Springer Berlin Heidelberg 2021-11-27 2022 /pmc/articles/PMC9363303/ /pubmed/34837519 http://dx.doi.org/10.1007/s00405-021-07183-9 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Otology Timonen, Tomi Dietz, Aarno Linder, Pia Lehtimäki, Antti Löppönen, Heikki Elomaa, Antti-Pekka Iso-Mustajärvi, Matti The effect of virtual reality on temporal bone anatomy evaluation and performance |
title | The effect of virtual reality on temporal bone anatomy evaluation and performance |
title_full | The effect of virtual reality on temporal bone anatomy evaluation and performance |
title_fullStr | The effect of virtual reality on temporal bone anatomy evaluation and performance |
title_full_unstemmed | The effect of virtual reality on temporal bone anatomy evaluation and performance |
title_short | The effect of virtual reality on temporal bone anatomy evaluation and performance |
title_sort | effect of virtual reality on temporal bone anatomy evaluation and performance |
topic | Otology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9363303/ https://www.ncbi.nlm.nih.gov/pubmed/34837519 http://dx.doi.org/10.1007/s00405-021-07183-9 |
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