Haptic simulation of the milling process in temporal bone operations.
Identifieur interne : 001984 ( PubMed/Corpus ); précédent : 001983; suivant : 001985Haptic simulation of the milling process in temporal bone operations.
Auteurs : Magnus Eriksson ; Henrik Flemmer ; Jan WikanderSource :
- Studies in health technology and informatics [ 0926-9630 ] ; 2005.
English descriptors
- KwdEn :
- MESH :
- geographic : United States.
- surgery : Brain Neoplasms, Temporal Bone.
- Computer Simulation, Humans, Surgical Procedures, Operative, Touch, User-Computer Interface.
Abstract
A VR-simulation system for educating surgeons of the temporal bone milling processes is presented in this paper. E.g. the milling process that occurs during the removal of certain cancer tumors in the brain. The research project is recently started up and this paper is an introduction to the bone milling simulation topic. We present how the graphical rendering of the temporal bone is done. Acquired data are managed using the Marching cubes algorithm to perform a visual representation. A re-production of iso-surfaces will represent the material removal occurred during the milling process. Force models are discussed and will be implemented in the H3D API, which is used to control the virtual simulation and collision detection. Equipment, implementation and future work are also presented in the paper.
PubMed: 15718714
Links to Exploration step
pubmed:15718714Le document en format XML
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<affiliation><nlm:affiliation>Mechatronics Lab, Department of Machine Design, The Royal Institute of Technology, Stockholm, Sweden. magnuse@md.kth.se</nlm:affiliation>
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<author><name sortKey="Flemmer, Henrik" sort="Flemmer, Henrik" uniqKey="Flemmer H" first="Henrik" last="Flemmer">Henrik Flemmer</name>
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<author><name sortKey="Wikander, Jan" sort="Wikander, Jan" uniqKey="Wikander J" first="Jan" last="Wikander">Jan Wikander</name>
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<author><name sortKey="Flemmer, Henrik" sort="Flemmer, Henrik" uniqKey="Flemmer H" first="Henrik" last="Flemmer">Henrik Flemmer</name>
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<author><name sortKey="Wikander, Jan" sort="Wikander, Jan" uniqKey="Wikander J" first="Jan" last="Wikander">Jan Wikander</name>
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<series><title level="j">Studies in health technology and informatics</title>
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<term>Temporal Bone (surgery)</term>
<term>Touch</term>
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<term>User-Computer Interface</term>
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<keywords scheme="MESH" qualifier="surgery" xml:lang="en"><term>Brain Neoplasms</term>
<term>Temporal Bone</term>
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<keywords scheme="MESH" xml:lang="en"><term>Computer Simulation</term>
<term>Humans</term>
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<front><div type="abstract" xml:lang="en">A VR-simulation system for educating surgeons of the temporal bone milling processes is presented in this paper. E.g. the milling process that occurs during the removal of certain cancer tumors in the brain. The research project is recently started up and this paper is an introduction to the bone milling simulation topic. We present how the graphical rendering of the temporal bone is done. Acquired data are managed using the Marching cubes algorithm to perform a visual representation. A re-production of iso-surfaces will represent the material removal occurred during the milling process. Force models are discussed and will be implemented in the H3D API, which is used to control the virtual simulation and collision detection. Equipment, implementation and future work are also presented in the paper.</div>
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<Title>Studies in health technology and informatics</Title>
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<Abstract><AbstractText>A VR-simulation system for educating surgeons of the temporal bone milling processes is presented in this paper. E.g. the milling process that occurs during the removal of certain cancer tumors in the brain. The research project is recently started up and this paper is an introduction to the bone milling simulation topic. We present how the graphical rendering of the temporal bone is done. Acquired data are managed using the Marching cubes algorithm to perform a visual representation. A re-production of iso-surfaces will represent the material removal occurred during the milling process. Force models are discussed and will be implemented in the H3D API, which is used to control the virtual simulation and collision detection. Equipment, implementation and future work are also presented in the paper.</AbstractText>
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