Academic literature on the topic 'Virtual Reality, haptic, education simulator, dental education'

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Journal articles on the topic "Virtual Reality, haptic, education simulator, dental education"

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Chehabeddine, Said, Muhammad Hassan Jamil, Wanjoo Park, Dianne L. Sefo, Peter M. Loomer, and Mohamad Eid. "Bi-manual Haptic-based Periodontal Simulation with Finger Support and Vibrotactile Feedback." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 1 (April 16, 2021): 1–17. http://dx.doi.org/10.1145/3421765.

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The rise of virtual reality and haptic technologies has created exciting new applications in medical training and education. In a dental simulation, haptic technology can create the illusion of substances (teeth, gingiva, bone, etc.) by providing interaction forces within a simulated virtual world of the mouth. In this article, a haptic periodontal training simulation system, named Haptodont, is developed and evaluated for simulating periodontal probing. Thirty-two faculty members from New York University College of Dentistry were recruited and divided into three groups to evaluate three fundamental functionalities: Group 1 evaluated bi-manual 3 Degrees of Freedome (DoF) haptic interaction, Group 2 evaluated bi-manual 3 DoF haptic interaction with a finger support mechanism, and Group 3 evaluated bi-manual 3 DoF haptic interaction with finger support mechanism and vibrotactile feedback. The probe and mirror interactions were simulated with the Geomagic Touch haptic device whereas the finger support was implemented using the Novint Falcon device. The three groups conducted two probing tasks: healthy gingiva scenario with no pockets (2- to 3-mm depth) and periodontitis scenario with deep pockets (4- to 8-mm depth). Results demonstrated that experts performed comparably to clinical settings in terms of probing depth error (within 0.3 to 0.6 mm) and probing forces (less than 0.5 N). Furthermore, the finger support mechanism significantly improved the probing accuracy for periodontitis condition in the lingual region. The argument that probing the lingual region is more difficult than the buccal region is supported by quantitative evidence (significantly higher probing depth error and probing force). Further research is planned to improve the usability of the finger support, integrate the Haptodont system into the pre-clinical curriculum, and evaluate the Haptodont system with dental students as a learning tool.
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Mirghani, I., F. Mushtaq, M. J. Allsop, L. M. Al-Saud, N. Tickhill, C. Potter, A. Keeling, M. A. Mon-Williams, and M. Manogue. "Capturing differences in dental training using a virtual reality simulator." European Journal of Dental Education 22, no. 1 (November 19, 2016): 67–71. http://dx.doi.org/10.1111/eje.12245.

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Prasad, M. S. Raghu, Muniyandi Manivannan, Govindan Manoharan, and S. M. Chandramohan. "Objective Assessment of Laparoscopic Force and Psychomotor Skills in a Novel Virtual Reality-Based Haptic Simulator." Journal of Surgical Education 73, no. 5 (September 2016): 858–69. http://dx.doi.org/10.1016/j.jsurg.2016.04.009.

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Imber, S., G. Shapira, M. Gordon, H. Judes, and Z. Metzger. "A virtual reality dental simulator predicts performance in an operative dentistry manikin course." European Journal of Dental Education 7, no. 4 (November 2003): 160–63. http://dx.doi.org/10.1034/j.1600-0579.2003.00299.x.

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Rees, Nigel, Neil Vaughan, Thomas W. Day, Keith Dorrington, Lloyd Rees, and Nigel W. John. "ParaVR: a virtual reality training simulator for paramedic skills maintenance." Journal of Paramedic Practice 12, no. 12 (December 2, 2020): 478–86. http://dx.doi.org/10.12968/jpar.2020.12.12.478.

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Background: Virtual reality (VR) technology is emerging as a powerful tool in medical training and has potential benefits for paramedic education. Aim: The aim of this paper is to report the development of ParaVR, which uses VR to maintain paramedics' skills. Methods: Computer scientists at the University of Chester and the Welsh Ambulance Services NHS Trust (WAST) developed ParaVR in four stages: identifying requirements and specifications; alpha version development; beta version development; and management—development of software, further funding and commercialisation. Results: Needle cricothyrotomy and needle thoracostomy emerged as candidates for the prototype ParaVR. The Oculus Rift head-mounted display was combined with Novint Falcon haptic device and a virtual environment crafted using 3D modelling software, which was ported to the Oculus Go virtual reality headset and the Google Cardboard VR platform. Conclusion: VR is an emerging educational tool with the potential to enhance paramedic skills development and maintenance. The ParaVR programme is the first step in the authors' development, testing and scaling up of this technology.
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Qin, Jing, Kup-Sze Choi, Wai-Man Pang, Zhang Yi, and Pheng-Ann Heng. "Collaborative Virtual Surgery: Techniques, Applications and Challenges." International Journal of Virtual Reality 9, no. 3 (January 1, 2010): 1–7. http://dx.doi.org/10.20870/ijvr.2010.9.3.2773.

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While considerable effort has been dedicated to improve medical education with virtual reality based surgical simulators, relatively little attention is given to the simulation of the collaborative procedures in distributed environments. In this paper, we first present a literature review of techniques involved in the development of collaborative simulators, including network architecture, transmission protocol, collaboration mechanism, schedule algorithm, collaborative user-interaction feature and haptic communication. We introduce the details of each technique and discuss the advantages and drawbacks. Then, we review some of the existing applications to illustrate how to apply these techniques to implement an efficient and robust collaborative simulator. Finally, we discuss the challenges that need to be addressed in the future.
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Frey, Martin, Jens Hoogen, Rainer Burgkart, and Robert Riener. "Physical Interaction with a Virtual Knee Joint—The 9 DOF Haptic Display of the Munich Knee Joint Simulator." Presence: Teleoperators and Virtual Environments 15, no. 5 (October 1, 2006): 570–87. http://dx.doi.org/10.1162/pres.15.5.570.

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In specific fields, medical education at many universities is rather theoretical and the amount of practical training is limited. A significant improvement can be achieved using virtual reality training stations with lifelike visual, acoustic, tactile, and kinesthetic feedback. Particularly, when simulating procedures that require direct contact with the patient body, a realistic haptic simulation addressing tactile and kinesthetic senses can be essential for the acceptance of virtual simulation stations. A purely passive phantom may provide realistic haptic feedback, but its properties cannot be changed over time. This paper presents the haptic display of the Munich Knee Joint Simulator, which was developed to improve training and education of physical knee joint examinations. The haptic interface comprises a combination of passive phantom segments providing realistic tactile sensations, and strong actuators generating highly dynamic kinesthetic force feedback. A 3 degree of freedom (DOF) manipulator was developed in this study to drive the thigh prosthesis and one 6 DOF industrial robot was used to actuate the shank prosthesis. Both manipulators are driven by hybrid admittance-impedance controllers capable of simulating the complex dynamics of the thigh and the shank. Both actuators are equipped with a 6 DOF force torque sensor and they are virtually coupled by an analytical knee joint model. The proposed setup is capable of simulating a mechanical stiffness as high as 80 kN/m in the translatory DOF and simultaneously allows free motion in the rotatory DOF. Experimental tests of the simulator with orthopedic physicians proved the usability of the proposed concept.
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Shen, Yang, Zhaoxue Wang, Aimin Hao, Peng Yu, Xuesong Zhai, and Haipeng Wang. "Investigating the Effect of VR + Haptics Approach on Students’ Flow Experience and Outcomes: An Empirical Study on VR Laparoscopy." Complexity 2021 (August 31, 2021): 1–10. http://dx.doi.org/10.1155/2021/9496152.

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Background. Virtual reality-based surgery training has become a promising trend in the sector of clinical education. Prior studies have confirmed the effectiveness of VR-based surgical simulators on training surgeons. Most existing papers employing subjective methods explored the students’ overall perceptions of surgical skills. However, few studies, from the multidimension perspective of learning performance, investigate how VR improves surgery skills. Participants. 37 college students were recruited in comparative experimental research. The experimental group was equipped with a VR + haptic surgical simulator, while the VR simulator without haptic feedback was used for the control group. Method. The study resorted to physiological approaches to investigate the influence of the VR laparoscopic surgical training system on students’ performance. Results. The experimental group scored higher than the control group in flow experience and has better performance in the four dimensions of operation evaluation skills. Conclusion. The study deposited that learners are more likely to exert to flow experience in a learning situation with haptic feedback, which will further improve medical students’ performance.
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Zitzmann, Nicola U., Lea Matthisson, Harald Ohla, and Tim Joda. "Digital Undergraduate Education in Dentistry: A Systematic Review." International Journal of Environmental Research and Public Health 17, no. 9 (May 7, 2020): 3269. http://dx.doi.org/10.3390/ijerph17093269.

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The aim of this systematic review was to investigate current penetration and educational quality enhancements from digitalization in the dental curriculum. Using a modified PICO strategy, the literature was searched using PubMed supplemented with a manual search to identify English-language articles published between 1994 and 2020 that reported the use of digital techniques in dental education. A total of 211 articles were identified by electronic search, of which 55 articles were selected for inclusion and supplemented with 27 additional publications retrieved by manual search, resulting in 82 studies that were included in the review. Publications were categorized into five areas of digital dental education: Web-based knowledge transfer and e-learning, digital surface mapping, dental simulator motor skills (including intraoral optical scanning), digital radiography, and surveys related to the penetration and acceptance of digital education. This review demonstrates that digitalization offers great potential to revolutionize dental education to help prepare future dentists for their daily practice. More interactive and intuitive e-learning possibilities will arise to stimulate an enjoyable and meaningful educational experience with 24/7 facilities. Augmented and virtual reality technology will likely play a dominant role in the future of dental education.
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Yudkowsky, Rachel, Cristian Luciano, Pat Banerjee, Alan Schwartz, Ali Alaraj, G. Michael Lemole, Fady Charbel, et al. "Practice on an Augmented Reality/Haptic Simulator and Library of Virtual Brains Improves Residents’ Ability to Perform a Ventriculostomy." Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 8, no. 1 (February 2013): 25–31. http://dx.doi.org/10.1097/sih.0b013e3182662c69.

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Dissertations / Theses on the topic "Virtual Reality, haptic, education simulator, dental education"

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Kocak, Umut. "Development Of Dental Educational Simulation With Haptic Device." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/12608950/index.pdf.

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Virtual Reality (VR) applications in medicine had significant improvements. 3D visualization of various anatomical parts using advanced medical scanner images, anatomy education, surgery operation simulation, virtual simulator for laparoscopic skills, virtual endoscopy, psychotherapy and rehabilitation techniques are some of the VR applications in medicine. Integration of the haptic devices into VR applications increased quality of the systems. By using haptic devices, the user can not only feed information to the computer but can receive information from the computer in the form of a felt sensation on some part of the body. In this thesis a dental education simulator is developed by using a computer, a monitor, a haptic device and stereoscopic devices. The entire jaw model, all teeth and decay is modeled in the virtual environment. It is possible to diagnose the decay and remove the decay region by using different dental instruments developed in the system. Different graphical rendering methods like Marching Cubes, Ray-casting on GPU are implemented and compared. The system is used by dentists from METU Health Center and Ankara University and performance tests are applied to the system. By this system it is expected to develop a more realistic and effective preclinical education. Several advantages offered by the simulator include: an effective learning environment without undue fear of mistakes, facilitation of repetition, provision of opportunities to quantitatively assess student skills, rapid training environment without an instructor and lower the cost of dentist training.
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Book chapters on the topic "Virtual Reality, haptic, education simulator, dental education"

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Anderson, Paul, Minhua Ma, and Matthieu Poyade. "A Haptic-Based Virtual Reality Head and Neck Model for Dental Education." In Virtual, Augmented Reality and Serious Games for Healthcare 1, 29–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1_3.

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Conference papers on the topic "Virtual Reality, haptic, education simulator, dental education"

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Wang, Fu, Ying Liu, Min Tian, Yumei Zhang, Shaofeng Zhang, and Jihua Chen. "Application of a 3D Haptic Virtual Reality Simulation System for Dental Crown Preparation Training." In 2016 8th International Conference on Information Technology in Medicine and Education (ITME). IEEE, 2016. http://dx.doi.org/10.1109/itme.2016.0101.

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Medellín-Castillo, Hugo I., Germánico González-Badillo, Eder Govea, Raquel Espinosa-Castañeda, and Enrique Gallegos. "Development of Haptic-Enabled Virtual Reality Applications for Engineering, Medicine and Art." In ASME 2015 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/imece2015-52770.

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The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.
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