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Medical Device & Diagnostic Industry Magazine
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Originally Published May 2000

R&D HORIZONS

Virtual Reality Moves into the Medical Mainstream

Though still largely investigational, computer simulations and augmented reality systems are poised to make a dramatic impact on medical treatment.

Kassandra Kania

Convicted of murder and sentenced to death, Joseph Paul Jernigan donated his body to science. Following his execution by lethal injection in 1993, the body of the 39-year-old man provided the basis for a remarkable endeavor—The Visible Human Project. This was an undertaking by the National Library of Medicine to create a three-dimensional map of the entire human body by using x-rays, computed tomography (CT), and magnetic resonance imaging (MRI), followed by digital photography. The resulting images of Jernigan's body were processed by computer and used to create 3-D anatomical images.

The Visible Human Male data set—followed by the Visible Human Female data set—has provided the basis for virtual anatomy as a teaching aid, and has become a resource from which other virtual reality systems continue to be developed. Traditionally, textbook images or cadavers were used for training purposes, the former limiting one's perspective of anatomical structures to the two-dimensional plane, and the latter limited in supply and generally allowing one-time use only. Today, virtual reality simulators are becoming the training method of choice in medical schools. Unlike textbook examples, virtual reality simulations allow users to view the anatomy from a wide range of angles and "fly through" organs to examine bodies from the inside. The experience can be highly interactive, allowing students to strip away the various layers of tissues and muscles to examine each organ individually. Unlike cadavers, virtual reality models enable the user to perform a procedure countless times.



Three-dimensional view (above) of internal organs as seen through a "synthetic pit" generated by a prototype augmented-reality system (left). Photos courtesy of University of North Carolina Department of Computer Science.

The impact of virtual reality (VR) is also being felt in many other areas of the medical industry, including surgery, diagnostics, and rehabilitation. The use of VR and robotics in intraoperative surgery is being explored as a means of enhancing minimally invasive techniques that can replace open surgical procedures. VR images can help guide surgeons during conventional surgery and allow them to practice complex procedures even before they enter the operating room. In terms of diagnosing diseases, the radiology market will probably be affected the most by VR, as virtual endoscopy, bronchoscopy, and laparoscopy replace conventional procedures. This may, in turn, lead to radiologists fulfilling a role now played by surgeons and internists. Similarly, the role of physical therapists may change with the introduction of virtual reality rehabilitation clinics where patients can undergo repetitive training without assistance.

VR AND COMPUTER-AIDED SURGERY

VR entails the use of computer-generated 3-D modeling to simulate real-world phenomena. In medical applications, anatomical accuracy and realism are important for the manipulation of virtual objects in real time. Such heightened realism requires advanced computer hardware and software and convincing sensory feedback.

VR images of the structure and movement of the human hand and fingers are used to assist development of joint prostheses. (Courtesy of University of Sheffield Virtual Reality in Medicine and Biology Group; UK)





Haptic interfaces, which give the VR user a sense of touch, are an essential component of all VR simulations. These interfaces enable the user to experience the tactile force feedback of objects, such as the sensation of perforating skin with a surgical instrument. They also allow the user to feel a variety of textures, as well as any changes in texture as a result of manipulating tissues or organs.

The application of computational algorithms and VR visualizations to diagnostic imaging, preoperative surgical planning, and intraoperative surgical navigation is referred to as computer-aided surgery (CAS). Applications include minimally invasive surgical procedures, neurosurgery, orthopedic surgery, plastic surgery, and even coronary artery bypass surgery.

HEAD-MOUNTED DISPLAYS AND AUGMENTED REALITY

Visual interfaces—like haptic interfaces—are used to immerse participants in a virtual environment. These displays range from conventional desktop screens to head-mounted displays, depending on the degree of reality required. Head-mounted displays consist of goggles that afford a stereoscopic view of the computer-generated environment. A sense of motion is created by continuously updating the visual input with positional information derived from the participant's head movements. Collected by a tracking system connected to the display, this information is fed back to the computer controlling the graphics.

Microvision's high-performance display system uses anatomical, biochemical, and physiological images and other data to guide surgeons through procedures.



Two types of head-mounted displays—video see-through and optical see-through—create an augmented reality that merges a virtual image of the patient's internal organs with the actual view of the patient's body. Both methods allow the user to see real and virtual objects at the same time. Researchers at the University of North Carolina (UNC) department of computer science are exploring the use of augmented reality technology to improve laparoscopic surgery. Traditionally, surgeons have needed to cut through healthy tissue in order to reach the surgical site. With the use of head-mounted displays, the internal organs of the patient are visible through a virtual window that appears superimposed over the patient, enabling surgeons to manipulate instruments with minimal damage to surrounding tissue.

Jeremy Ackerman, researcher at the UNC department of computer science, explains that there are distinct differences between the optical see-through and video see-through displays. With the first method, synthetic and real-world imagery are optically mixed by way of a half-silvered mirror. The user sees the virtual image as a transparent overlay; however, there are no electronics between the user's eye and the real world. With the second method, the user sees both the real and virtual worlds on small displays in the head-mounted unit. The system captures its view of the real world via small, head-mounted video cameras, then digitally adds VR imagery. This combined view allows surgeons to effectively manipulate conventional imagery, and provides previously unavailable perspectives.

Ackerman explains that one limitation of the optical see-through display is the occasional lack of depth perception. Because occlusion is an important depth cue and the transparent virtual image does not fully occlude the real world behind it, this type of head-mounted display can cause users to misperceive depth. In addition, in a brightly lit room, the transparent overlay can be so faint as to be almost imperceptible. Although feedback from doctors using these displays has been positive, other limitations are evident, such as physical strain caused by the weight of the system, poor resolution of the displays, and inaccurate tracking of head and instrument motion.

Microvision Inc. (Bothell, WA) has designed head-mounted displays that address several of these concerns. The company's retinal scanning technology, which is integrated into its units, uses a safe, low-power beam of light to "paint" rapidly scanned images or information directly across the retina of the eye, generating a high-resolution, full-motion image without the use of electronic screens. The human visual system integrates the pixel elements into a stable, coherent image that appears to be floating in front of the viewer about an arm's length away. The unit is lightweight, and resolution, color fidelity, and contrast have been improved over earlier models, according to the company. Microvision's technology is designed to provide see-through capabilities in intense lighting conditions or outdoor settings, such as those encountered by emergency and intensive-care staff and military medics. The technology allows surgeons to perform surgical procedures while accessing measurement data from image-guided surgery systems and vital patient data, as well as MR, CT, and ultrasound data. The surgeon can access the information as needed during the procedure. This can be useful during surgery where measurement data are critical to excising tumors from the brain, spine, or abdomen, or to inserting pins or screws into bone.

MOTION TRACKING

In VR applications, the user's position and movements are tracked so that virtual images can be updated in real time. Polhemus Inc. (Colchester, VT) has developed the Fastrak system, which can be used to track motion of head-mounted displays, and can be used in conjunction with instrumentation to help locate lesions and tumors. "One of the problems with motion tracking has been the degree of latency," says Bill Panepinto, Polhemus vice president of sales and marketing. "Often, a lengthy lag time in updating images leads people wearing head-mounted displays to feel dizzy." The Fastrak has a lag time of 4 milliseconds, which is barely noticeable to the human eye. The system uses a magnetic tracker—the most widely used tracking system, owing to its low cost, small size, and reasonable accuracy. Unlike optical sensors, electromagnetic sensors do not introduce problems with occlusion or line of sight. "If blood flows over the instrument, it isn't a concern," Panepinto explains. "The sensor still knows where it is because it sends an electromagnetic signal from the receiver to the transmitter." With optical tracking, any time an object or person occludes the optical beam, the equipment stops reporting data, and the procedure is halted.

The FastScan system by Polhemus uses the Fastrak system to compile an exact 3D simulation—in real time—of an object that is digitally scanned.

Polhemus has incorporated the Fastrak system into its FastScan, a handheld laser scanner with the company's motion-tracking technology built into the head of the wand. As the wand is swept over the object, the scanner creates an exact three-dimensional replica of the object in real time. This scanner can be used for objects that are prone to movement, such as body parts, by attaching a second tracker receiver to the object. The device is in use presently for radiotherapy, burn treatment, and prosthesis design and manufacture. Duncan Hynd Associates Ltd. (Oxon, UK) has created a 3-D virtual surgery assistant called Prima Facie using the FastScan technology. Physicians and surgeons can use the system to obtain detailed 3-D patient mapping and surface information that is essential for pinpointing the location for radiotherapy treatment. In the manufacture of prosthetic devices and noninvasive masks for burn patients, the Prima Facie system saves time and results in a more accurate fit for the patient, according to the company.

Ascension Technology Corp. (Burlington, VT) manufactures both magnetic and optical trackers. Because magnetic signals are not weakened by the human body, there are no line-of-sight elements; however, magnetic signals are susceptible to environmental issues, such as interference from large pieces of metal and strong electric currents. Proper equipment positioning, selection of the optimal update rate, and the comparative immunity of the newer pulsed direct-current magnetic systems have largely overcome these problems. For example, they have been used successfully in the orthopedic and neurosurgical suites, and in doctors' office and outpatient clinic settings. The elimination of line-of-sight issues allows the trackers to be used inside the body. This reduces or eliminates the need for offset calculations because the tracker can be at or extremely close to the tip of the instrument. Ascension's Flock of Birds and pcBIRD magnetic trackers have been found to be well suited for medical applications where sensor size is not crucial. The Regulus Navigator by Compass International Inc. (Rochester, MN) uses the pcBIRD for preoperative neurosurgical planning and intraoperative guidance. Radiological images are used to localize the surgical field, providing information for precise positioning of surgical instrumentation. The company states that, "Regulus registers to preoperatively collected CT and MRI diagnostic images, enabling surgeons to plan and perform many procedures with greater freehand efficiency."

Flexing, finite-element model of the knee provides the basis for VR simulation.

Systems that use optical trackers have the advantage of being inherently more accurate than magnetic trackers, and sensors can be either active (wired) or passive (unwired). Passive systems offer the advantage of eliminating wiring from the surgical field, a feature currently not available with magnetic tracking. There are, however, certain disadvantages to using optical trackers. One such disadvantage is the line-of-sight issue mentioned previously. Available optical systems are bulky and have a large footprint for operating rooms where space is limited, and optical tracking is typically too expensive for medical VR applications. Ascension Technology is addressing these issues with a new optical tracker, laserBIRD, which is undergoing beta site testing. The device has a much smaller footprint than other optical trackers currently in use. The laserBIRD can be operated close to the patient (0.25 to 2 m) because of its wide angle and short standoff, decreasing the area in which the beam is susceptible to occlusion or line-of-sight problems.

HAPTIC INTERFACE DEVICES

Force-feedback systems are haptic interfaces that output force reflecting input force and position information obtained from the participant. These devices come in the form of gloves, pens, joysticks, and exoskeletons. In medical applications, it is important that haptic devices convey the entire spectrum of textures—from rigid to elastic to fluid materials. It is also essential that force feedback occur in real time to convey a sense of realism. The Iris Indigo system from Silicon Graphics Inc. (Mountain View, CA) has become a common platform used for haptic devices in many VR applications.

A number of companies are incorporating haptic interfaces into VR systems to extend or enhance interactive functionality. SensAble Technologies (Cambridge, MA), a manufacturer of force-feedback interface devices, has developed its Phantom Desktop 3-D Touch System, which supports a workspace of 6 X 5 X 5 in. The system incoporates position sensing with six degrees of freedom and force feedback with three degrees of freedom. A stylus with a range of motion that approximates the lower arm pivoting at the user's wrist enables users to feel the point of the stylus in all axes and to track its orientation, including pitch, roll, and yaw movement. The Phantom haptic device has been incorporated into the desktop display by ReachIn Technologies AB (Stockholm). Developed for a range of medical simuation and dental training applications, the system combines a stereovisual display, haptic interface, and a six-degrees-of-freedom positioner. The user interacts with the virtual world using one hand for navigation and control and the other hand to touch and feel the virtual objects. A semitransparent mirror creates an interface where graphics and haptics are colocated. The result is that the user can see and feel the object in the same place. Among the medical procedures that can be simulated are catheter insertion, needle injections, suturing, and surgical operations. "The desktop and developer displays are being used mainly by medical students in universities and by doctors for presurgical practice," says ReachIn managing director Peter Åberg.

MATTERS OF THE HEART

Virtual reality is making an impact on the heart as both a diagnostic and surgical tool. Three-dimensional imaging places the cardiologist inside the heart to treat coronary artery disease by tracking and targeting the appropriate site for stent placement. VR can also benefit the surgeon by providing real-time images of the beating heart and coronary arteries for enhanced visualization during interventional procedures. Use of medical robotics in concert with VR may allow surgeons to perform procedures using techniques that combine the advantages of minimally invasive surgery with the direct visualization and physical simplicity of open-chest surgery. In October 1999, the Zeus Robotics Surgical System developed by Computer Motion (Goleta, CA) was used to perform the first successful closed-chest beating-heart bypass surgery. The system allows the surgeon to remain seated at a monitor during the procedure and use haptic force-feedback instrumentation while performing the surgery. The robotic system mimics the surgeon's hand movements at the surgery site, and compensates for motion caused by the beating heart. The system also filters out the surgeon's hand tremors and other undesirable moves.

Dynamic 3-D models of the human knee may help develop prosthetic meniscuses.

The combination of robotics technology and haptic interface allows surgeons to perform minimally invasive surgery with a high level of dexterity and precision. Surgeons can extend their manipulation skills, which are ordinarily confined by the limited space within which laparascopic surgery must be performed. The system allows beating and stopped-heart endoscopic coronary artery bypass grafting to be performed using incisions smaller than the diameter of a pencil. The company suggests that, compared with open-chest surgery, the method results in reduced pain and faster recovery times for patients, which can reduce costs because of shortened hospital stays.

REHABILITATION

VR devices are being used to assess and treat patients who require physical rehabilitation because of physical impairments or degenerative diseases. The CAREN (Computer Assisted Rehabilitation Environment) system, developed by MOTEK Motion Technology Inc. (Manchester, NH), allows the balance behavior of humans to be assessed in a variety of reproducible VR-generated environments. The technology is being studied at two European medical centers to evaluate its diagnostic and therapeutic use in physiotherapy, orthopedics, neurology, and certain degenerative conditions, including Parkinson's disease and multiple sclerosis. The subject wears optical or magnetic markers that record position and orientation. A 3-D virtual environment is selected for projection on a screen in front of the patient. The platform is then controlled according to the type of virtual environment being simulated—such as standing on an escalator, walking a tightrope, or shopping at the supermarket. With the CAREN system, patients are immersed in a virtual environment that operates in a real-time domain. The system can detect and quantify any movement of the patient to compensate for perturbations of the virtual environment—including tremors and anomalies that could escape the notice of physicians. Feeding the resulting data into a human-body model allows the system to calculate joint movement and muscle activation. According to the firm, comparing the generated data with a benchmark previously established for the patient can provide the basis for an early diagnosis, and enable timely intervention.

The use of virtual reality for rehabilitation purposes offers the advantages of testing patients in a controlled environment, according to MOTEK. The testing is dynamic, allowing for scenarios that can be difficult to present by other means. Environments and programs can be adjusted depending on the patient's degree of impairment and treatment goals. The result is that the time required for rehabilitation can be shortened by as much as 50% for certain neuromuscular and skeletal disorders.

Another VR application that has met with success in the treatment of Parkinson's disease is a wearable sensory enhancement aid developed by the human interface technology lab at the University of Washington (Seattle). Parkinson's disease is a progressive neurological disorder that results in movement difficulties. One of the most debilitating symptoms is the eventual inability to walk, which most Parkinson's disease patients experience, even with conventional drug treatments.

The system has been designed to take advantage of a well-known phenomenon known as kinesia paradoxa, whereby an otherwise akinetic Parkinson's patient is capable of near-normal motion in some situations, such as stepping over an obstacle in his or her path. The researchers are exploring the use of VR to provide virtual obstacles for the patient to respond to. Suzanne Weghorst, a University of Washington researcher, explains that the current prototype of the sensory enhancement aid uses arrays of small LEDs mounted on a spectacle frame and activated in sequence to produce smoothly "scrolling" cues. One is mounted horizontally in the periphery on one of the side pieces and is useful in sustaining gait once the Parkinson's patient has started walking. The other is mounted vertically and reflects off a small plastic "combiner" lens attached to the spectacle lens in the center of the user's field of view. The Parkinson's patient sees a series of lines moving toward his or her feet at approximately one stride length apart. The objective is to generate visual cues on the ground that the user steps over—overcoming akinesia and related gait problems.

EDUCATION

Just as simulator training has been shown to reduce costs and improve the expertise of pilots, so medical training on VR simulators promises similar results. The representation of information in three dimensions as opposed to two provides medical students and practitioners with the tools for more accurate diagnosis and planning of surgical procedures. VR simulators afford repetitive training that allows students to practice complex procedures over and over again. Ultimately, the use of medical VR is expected to reduce the cost of healthcare education and training by replacing the use of cadavers and animals. VR applications also allow training for uncommon emergency scenarios that practitioners would otherwise encounter for the first time without the experience necessary to guide them. Learning assessment can also be strengthened by allowing users to compare their performance on VR simulators with the that of their peers.

The largest market for VR training simulators includes medical schools, dental schools, nursing schools, and colleges where medical technicians are trained. For the past six years, the University of California, San Diego School of Medicine's Learning Resources Center has been involved in the development and implementation of virtual reality applications for education and training. The center's Anatomic VisualizeR provides a virtual dissecting room in which students and faculty can directly interact with 3-D models and concurrently access supporting curricular materials. The University of Illinois at Chicago (UIC) College of Medicine plans to introduce biomedical tele-immersion into the surgical residents' curriculum in July 2000. UIC researchers are developing and refining virtual models of the liver, pelvic floor, and temporal bone, and studying their impact on medical education and training. The residents will wear special eyeglasses to explore the 3-D models while standing before a 24-sq-ft screen called an Immersadesk. An electronic wand is used to point to specific areas, change the orientation of the structure, bring objects nearer or send them farther away, add and subtract overlying and underlying structures, and take a virtual tour of anatomical structures.

The VR Vitrectomy Simulator is a prototype device that can supplement education and training. Virtual images show the orbital muscles (top left), a cataract (top right), the application of a laser instrument (bottom left), and the eye's interior with traction applied (bottom right). Images courtesy of University of Illinois at Chicago Virtual Reality in Medicine Lab.


Students can also benefit from the use of VR simulators to learn more common procedures, such as catheter insertion. HT Medical Systems Inc. (Gaithersburg, MD) has brought three VR medical training simulators to the market. The CathSim Intravenous Training System offers an alternative to using oranges or plastic models or allowing students to practice on each other. The PreOp Endovascular Simulator is designed to train clinicians in procedures such as balloon angioplasty, stent placement, and pacemaker lead placement through the manipulation of simulated guidewires, sheaths, catheters, leads, and other devices. The PreOp Endoscopy Simulator is a realistic, computer-based system for teaching the motor skills and cognitive knowledge necessary to perform endoscopy procedures. The company states that the system can be used to learn new procedures, improve current skills, and evaluate progress.

BRINGING THE CLINIC TO THE PATIENT

With the advent of extended space travel, VR will likely play an important role in bringing the clinic to the patient rather than the patient to the clinic. It will also benefit people in remote areas of the world where access to medical specialists, training, and the latest diagnostic tools is limited. On May 4, 1999, NASA Ames Research Center created the Virtual Collaborative Clinic to demonstrate how virtual reality might link such remote areas in real time. Physicians and technical staff at five remote sites were connected via broad-bandwidth fiber-optic networks and satellite communication to perform specific procedures on 3-D images of a patient while the other physicians watched from their respective locations. The interactive medical visualizations included a stereovisualization of a heart with a graft reconstructed from a CT scan, stereodynamic reconstructions of echocardiograms with Doppler effects, and a 3-D virtual jaw surgery demonstration. The participating sites were Cleveland Clinic (Glenn Research Center; Cleveland, OH), the Northern Navajo Medical Service Center (Shiprock, NM), Stanford University (Palo Alto, CA), Salinas Valley Memorial Hospital (Santa Cruz, CA), and NASA Ames Research Center (Moffett Field, CA). The Silicon Graphics Onyx2 workstation was used to render each image before transmitting it to the remote sites for manipulation.

The Department of Defense (DOD) is also conducting research efforts in telemedicine to facilitate remote monitoring and diagnostics of patients and remote surgical procedures for soldiers in combat. The Combat Casualty Care Program of the Defense Advanced Research Projects Agency (DARPA) has directed a coordinated effort to develop an advanced healthcare information infrastructure for supporting all of the U.S. armed forces combat trauma care technology bases. DARPA has promoted the development of wearable biosensors, global positioning technology, and data communication for tracking the medical status of battlefield soldiers. The DOD is researching remote telepresence surgery for integration of 3-D images, robotic surgical manipulation, and haptic feedback for surgical intervention on the battlefield. The Operation Primetime III project is designed for real-time voice and video conferencing among military physicians for consultation and diagnostics. Patient records can be submitted via satellite from frontline locations to five regional medical facilities in the United States.

With the availability of the Internet, the gap between remote sites continues to grow smaller. The need for more affordable surgical simulators is leading medical students, doctors, and surgeons to turn to the World Wide Web for surgical simulations that support 3-D interaction.

CONCLUSION

Medical virtual reality has come a long way in the past 10 years as a result of advances in computer imaging, software, hardware, and display devices. Commercialization of VR systems will depend on proving that they are cost-effective and can improve the quality of care. One of the current limitations of VR implementation is shortcomings in the realism of the simulations. The main impediment to realistic simulators is the cost and processing power of available hardware. Another factor hindering the progress and acceptability of VR applications is the need to improve human-computer interfaces, which can involve use of heavy head-mounted displays or bulky VR gloves that impede movement. There is also the problem of time delays in the simulator's response to the user's movements. Conflicts between sensory information can result in simulator sickness, which includes side effects such as eyestrain, nausea, loss of balance, and disorientation.

Commercialization of VR systems must also address certain legal and regulatory issues. As medical applications of VR and CAS technologies become more prevalent, FDA will have to examine the need for more preclinical testing for proof of efficacy and detection of unexpected side effects. Telemedicine raises questions about how to regulate medical treatment across state boundaries, including licensure and malpractice issues. Fear of malpractice risks and costs may discourage consumers from purchasing VR systems.

Despite these concerns, the benefits of VR systems in medicine have clearly been established in several areas, including improved training, better access to services, and increased cost-effectiveness and accuracy in performing certain conventional surgical procedures. Healthcare organizations and providers will require proof of these improvements before adopting these technologies. But, ultimately, the continual improvement of virtual reality technology will pave the way for its permanent integration into surgery, healthcare delivery, and medical education.

BIBLIOGRAPHY

Proceedings of the 8th Annual Medicine Meets Virtual Reality Conference. Newport Beach, CA, January 27—30, 2000.

Shapiro, Stanley, and Marvin Silverberg. Virtual Reality and Computer-Aided Technologies in Medicine. Woburn, MA: AdvanceTech Monitor, 1999.

Kassandra Kania is a former associate editor of MD&DI.



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