Advanced Computational Intelligence Techniques for Virtual Reality in Healthcare pp 141-163 | Cite as
Using Artificial Intelligence to Bring Accurate Real-Time Simulation to Virtual Reality
- 300 Downloads
Abstract
There always has been an excruciating gap between theoretical possibilities, clinical trial and real world applications in the Medical Industry. Any new research, experimentation or training in this sector has always been subject to extreme scrutiny and legal intricacies, due to the complexity of the human body and any resulting complications that might arise from the application of prematurely tested techniques or tools. The introduction of Virtual Reality in the Medical Industry is bringing all these troubles to their heel. Simulations generated by virtual reality are currently being explored to impart education and practical medical experience to students and doctors alike, generate engaging environments for patients and thus assisting in various aspects ranging from treatment of medical conditions to rehabilitation. This book chapter aims to develop an understanding on how virtual reality is being applied in the healthcare industry. A formal study of various solutions for reducing the latency is presented along with research being done in the area for improving the performance and making the experience more immersive. It is evident that motion to photons latency plays a crucial role in determining a genuine virtual reality experience. Among many, foveated rendering and gaze tracking systems seem to be the most promising in creating exciting opportunities for virtual reality systems in the future.
References
- 1.Sutherland, I. E. (1965). The ultimate display. Proceedings of IFIP 65, 2, 506–508.Google Scholar
- 2.Fuchs, H., Bishop, G., et al. (1992). Research directions in virtual environments. NFS Invitational Workshop, University North Carolina.Google Scholar
- 3.Gigante, M. (1993). Virtual reality: Definitions, history and applications. Virtual Reality Systems, 3–14. ISBN 0-12-22-77-48-1.Google Scholar
- 4.Steur, J. (1995). Defining virtual reality: Dimensions determining telepresence. In F. L. Biocca (Ed.), Communication in the age of virtual reality. Hillsdale, NJ: Lawrence Erlbaum Associates.Google Scholar
- 5.Briggs, J. C. (1996). The promise of virtual reality. The Futurist, 30.Google Scholar
- 6.Alqahtani, A. S., Daghestani, L., & Ibrahim, L. F. (2017). Environments and system types of virtual reality technology in STEM: A survey.Google Scholar
- 7.Alqahtani, A., Daghestani, L., & Ibrahim, L. F. (2017). Environments and system types of virtual reality technology in STEM: A survey.Google Scholar
- 8.Shakibamanesh, A. (2014). Improving results of urban design research by enhancing advanced semi-experiments in virtual environments. IJAUP, 24(2), 131–141.Google Scholar
- 9.Fairén González, M., Farrés, M., Moyes Ardiaca, J., & Insa, E. (2017). Virtual reality to teach anatomy. In Eurographics 2017: education papers (pp. 51–58). European Association for Computer Graphics (Eurographics).Google Scholar
- 10.Codd, A. M., & Choudhury, B. (2011). Virtual reality anatomy: Is it comparable with traditional methods in the teaching of human forearm musculoskeletal anatomy? Anatomical Sciences Education, 4(3), 119–125.CrossRefGoogle Scholar
- 11.Basdogan, C., & Srinivasan, M. A. (2002). Haptic rendering in virtual environments. In Handbook of virtual environments (pp. 157–174). CRC Press.Google Scholar
- 12.Górski, F., Buń, P., Wichniarek, R., Zawadzki, P., & Hamrol, A. (2015). Immersive city bus configuration system for marketing and sales education. Procedia Computer Science, 75, 137–146.CrossRefGoogle Scholar
- 13.Second Life [Online Virtual World]. (2019). Accessible from http://secondlife.com.
- 14.Life, S. (2017). An overview of the potential of 3-D virtual worlds in medical and health education. Health Information and Libraries Journal, 24(4), 233–245.Google Scholar
- 15.Wii [Video Game Console]. (2019). Retrieved from URL: http://wii.com.
- 16.The Future of Healthcare Communication. (2007). Second health. [Online Virtual World]. Retrieved from URL: http://secondhealth.wordpress.com.
- 17.Hansen, M. (2008). Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature. Journal of medical Internet research, 10(3), e26.CrossRefGoogle Scholar
- 18.Aïm, F., Lonjon, G., Hannouche, D., & Nizard, R. (2016). Effectiveness of virtual reality training in orthopaedic surgery. Arthroscopy: the journal of arthroscopic & related surgery, 32(1), 224–232.Google Scholar
- 19.Mohan, P. V. R., & Chaudhry, R. (2009). Laparoscopic simulators: Are they useful! Medical Journal Armed Forces India, 65(2), 113–117.CrossRefGoogle Scholar
- 20.Lap Mentor [Simulator]. (2017). Accessible from https://simbionix.com/simulators/lap-mentor/.
- 21.LapSim [Simulator]. (2018). Accessible from https://surgicalscience.com/systems/lapsim/.
- 22.Simendo [Simulator]. (2018). Accessible from https://www.simendo.eu.
- 23.Wilson, M. S., Middlebrook, A., Sutton, C., Stone, R., & McCloy, R. F. (1997). MIST VR: A virtual reality trainer for laparoscopic surgery assesses performance. Annals of the Royal College of Surgeons of England, 79(6), 403.Google Scholar
- 24.Vaughan, N., Dubey, V. N., Wainwright, T. W., & Middleton, R. G. (2016). A review of virtual reality based training simulators for orthopaedic surgery. Medical Engineering & Physics, 38(2), 59–71.CrossRefGoogle Scholar
- 25.SimOrtho [Simulator]. (2019). Retrieved from https://ossimtech.com/en-us/Simulators.
- 26.Salb, T., Weyrich, T., & Dillmann, R. (1999, April). Preoperative planning and training simulation for risk reducing surgery. In International Training and Education Conference (ITEC).Google Scholar
- 27.Cara, M. (2015, October 23). VR tests could diagnose very early onset Alzeimers. Retrieved from https://www.wired.co.uk/article/alzheimers-virtual-reality.
- 28.Universal Health Network. (2015, September 23). Retrieved from https://www.uhn.ca/corporate/News/Pages/more_than_a_videogame_virtual_reality_helps_eye_research.aspx.
- 29.Xu, X., Chen, K. B., Lin, J. H., & Radwin, R. G. (2015). The accuracy of the Oculus Rift virtual reality head-mounted display during cervical spine mobility measurement. Journal of Biomechanics, 48(4), 721–724.CrossRefGoogle Scholar
- 30.Strickland, D. (1997). Virtual reality for the treatment of autism. Studies in Health Technology and Informatics, 81–86.Google Scholar
- 31.Mirelman, A., Maidan, I., Herman, T., Deutsch, J. E., Giladi, N., & Hausdorff, J. M. (2011). Virtual reality for gait training: can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson’s disease? The Journals of Gerontology: Series A, 66(2), 234–240.CrossRefGoogle Scholar
- 32.White, P. J., & Moussavi, Z. (2016). Neurocognitive treatment for a patient with Alzheimer’s disease using a virtual reality navigational environment. Journal of experimental neuroscience, 10, JEN-S40827.Google Scholar
- 33.Gega, L. (2017). The virtues of virtual reality in exposure therapy. The British Journal of Psychiatry, 210(4), 245–246.CrossRefGoogle Scholar
- 34.Visual Search 2. (1995). Proceedings of the 2nd International Conference on Visual Search, p. 270, Optican.Google Scholar
- 35.AltDev Blog, John Carmack. (2013, February 22). Latency mitigation strategies. [Blog Post]. Retrieved from https://web.archive.org/web/20140719053303/; http://www.altdev.co/2013/02/22/latency-mitigation-strategies/.
- 36.Rambling in Valve Time, Abrash, M. (2012, December 29). Latency—The sine qua non of AR and VR. [Blog post]. Retrieved from http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/.
- 37.Kanter, D. (2015). Graphics processing requirements for enabling immersive Vr.Google Scholar
- 38.LaValle, S. M. (2016). Visual rendering, virtual reality (Chap. 7). Retrieved from http://msl.cs.uiuc.edu/vr/vrch3.pdf.
- 39.Duchowski, A. T. (2018). Gaze-based interaction: A 30 year retrospective. Computers & Graphics. https://doi.org/10.1016/j.cag.2018.04.002.CrossRefGoogle Scholar
- 40.Xu, Y., Dong, Y., Wu, J., Sun, Z., Shi, Z., Yu, J., & Gao, S. (2018). Gaze prediction in dynamic 360° immersive videos. CVPR.T.Google Scholar
- 41.Land, M. F. (2004). The coordination of rotations of the eyes head and trunk in saccadic turns produced in natural situations. Experimental Brain Research, 159(2), 151–160.CrossRefGoogle Scholar
- 42.Zhang, M., et al. (2017). Deep future gaze: gaze anticipation on egocentric videos using adversarial networks. CVPR.Google Scholar
- 43.Guenter, B., Finch, M., Drucker, S., Tan, D., and Snyder, J. 2012. Foveated 3D graphics. ACM Transactions on Graphics 31, 6, 164:1–164:10.CrossRefGoogle Scholar
- 44.Levoy, M., & Whitaker, R. (1989). Gaze-directed volume rendering. Technical report, University of North Carolina.Google Scholar
- 45.Ohshima, T., Yamamoto, H., & Tamura, H. (1996). Gaze directed adaptive rendering for interacting with virtual space. In Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96), IEEE Computer Society, Washington, DC, USA, VRAIS ’96 (pp. 103–110).Google Scholar
- 46.Patney, A., Kim, J., Salvi, M., Anton Kaplanyan, M., Wyman, C., Benty, N., Lefohn, A., Luebke, D. (2016). Perceptually-based foveated virtual reality. In ACM SIGGRAPH 2016 Emerging Technologies (SIGGRAPH ‘16). ACM, New York, NY, USA, Article 17, 2 pp. https://doi.org/10.1145/2929464.2929472.
- 47.Oculus Go. Fixed foveated rendering. Documentation. Retrieved from https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-ffr/.
- 48.Wang, Y.-Z., Bradley, A., & Thibos, L. N. (1997). Aliased frequencies enable the discrimination of compound gratings in peripheral vision. Vision Research, 37(3), 283–290.CrossRefGoogle Scholar
- 49.Albert, R., Patney, A., Luebke, D., & Kim, J. (2017). Latency requirements for foveated rendering in virtual reality. ACM Transactions on Applied Perception, 14(4), 1–13. https://doi.org/10.1145/3127589.CrossRefGoogle Scholar
- 50.Patney, A., Salvi, M., Kim, J., Kaplanyan, A., Wyman, C., Benty, N., Luebke, D., & Lefohn, A. (2016). Towards foveated rendering for gaze-tracked virtual reality. ACM Transactions on Graphics, 35, 6, Article 179 (November 2016), 12 pp. DOI: https://doi.org/10.1145/2980179.2980246.CrossRefGoogle Scholar
- 51.Williams, L. (1983). Pyramidal parametrics. SIGGRAPH. Computational Graphics, 17(3), 1–11.CrossRefGoogle Scholar
- 52.Olano, M., & Baker, D. (2010). Lean mapping. In Symposium on Interactive 3D Graphics and Games (pp. 181–188).Google Scholar
- 53.Lauritzne, A., Salvi, M., & Lefohn, A. (2011). Sample distribution shadow maps. In Symposium on Interactive 3D Graphics and Games (pp. 97–102).Google Scholar
- 54.Karis, B. (2014). High-quality temporal supersampling. In Advances in Real-Time Rendering in Games, SIGGRAPH Courses.Google Scholar
- 55.Fridman, L., Jenik, B., Keshvari, S., Reimer, B., Zetzsche, C., Rosenholtz, R. (2017). SideEye: A generative neural network based simulator of human peripheral vision. arXiv:1706.04568v2 [cs.NE].
- 56.Albert, R., Patney, A., Luebke, D., Kim, J. (2017). Latency requirements for foveated rendering in virtual reality. ACM Transactions on Applied Perception, 14(4), Article 25 (September 2017), 13 pp.CrossRefGoogle Scholar
- 57.Chaitanya, C. R. A., Kaplanyan, A. S., Schied, C., Salvi, M., Lefohn, A., Nowrouzezahrai, D., & Aila, T. (2017). Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder. ACM Transactions on Graphics, 36(4), Article 98 (July 2017), 12 pp. https://doi.org/10.1145/3072959.3073601.CrossRefGoogle Scholar
- 58.He, K., Zhang, X., Ren, S., & Sun, J. (2015). Deep residual learning for image recognition. ArXiv e-prints.Google Scholar
- 59.LaValle, S. M. (2016). Bird’s eye view, virtual reality (Chap. 2). Retrieved from http://msl.cs.uiuc.edu/vr/vrch2.pdf.
- 60.Road to VR. Dr Morgan McGuire. (2017, 29 November). How NVIDIA Research is reinventing the display pipeline for the future of VR. [Blog Post]. Retreived from https://www.roadtovr.com/exclusive-how-nvidia-research-is-reinventing-the-display-pipeline-for-the-future-of-vr-part-1
- 61.Peripheral Vision. Retrieved from https://commons.wikimedia.org/wiki/File:Peripheral_vision.svg#filelinks