Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology
During neuroradiological interventions such as treating intracranial aneurysms, neuroradiologists have to navigate a catheter in the 3D anatomy while watching a 2D projection of the vessels. To train this visuospatial ability, we present a virtual reality application where the user has to identify a...
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Format: | Article |
Language: | English |
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De Gruyter
2024-09-01
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Series: | Current Directions in Biomedical Engineering |
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Online Access: | https://doi.org/10.1515/cdbme-2024-1058 |
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author | Allgaier Mareen Jered Härtel Tim Zubel Seraphine Thormann Maximilian Behme Daniel Preim Bernhard Saalfeld Sylvia |
author_facet | Allgaier Mareen Jered Härtel Tim Zubel Seraphine Thormann Maximilian Behme Daniel Preim Bernhard Saalfeld Sylvia |
author_sort | Allgaier Mareen |
collection | DOAJ |
description | During neuroradiological interventions such as treating intracranial aneurysms, neuroradiologists have to navigate a catheter in the 3D anatomy while watching a 2D projection of the vessels. To train this visuospatial ability, we present a virtual reality application where the user has to identify anatomically relevant positions on the Circle of Willis based on a 2D projection image. This image is generated based on a 3D model using a Fresnel shader. To increase motivation, which is an important aspect of training, we included several game elements. We qualitatively evaluated our application with two neuroradiologists. Although they rated our implementation of the task as difficult due to the small image section, both participants emphasized the importance of this training. Even small changes that have been suggested can adjust the difficulty, leading to an appropriate training that could be integrated into the curriculum. The results also indicate that the included game elements are motivating and that the application in general has a high usability. The proposed immersive virtual reality application provides training for visuospatial ability in a concrete medical context. Due to gamification, fun, and motivation are increased, which are two important factors of training affecting the frequency of use and outcome. |
format | Article |
id | doaj-art-fb60daca60ea4e768db886bbe2119101 |
institution | Kabale University |
issn | 2364-5504 |
language | English |
publishDate | 2024-09-01 |
publisher | De Gruyter |
record_format | Article |
series | Current Directions in Biomedical Engineering |
spelling | doaj-art-fb60daca60ea4e768db886bbe21191012025-02-02T15:45:00ZengDe GruyterCurrent Directions in Biomedical Engineering2364-55042024-09-01102252810.1515/cdbme-2024-1058Gamified Virtual Reality Training for Visuospatial Ability in NeuroradiologyAllgaier Mareen0Jered Härtel Tim1Zubel Seraphine2Thormann Maximilian3Behme Daniel4Preim Bernhard5Saalfeld Sylvia6Department of Simulation and Graphics, Otto-von-Guericke-University Magdeburg, Universitätsplatz 2, 39106Magdeburg, GermanyDepartment of Simulation and Graphics, Otto-von-Guericke-University Magdeburg, 39106Magdeburg, GermanyDepartment of Neuroradiology, University Hospital Magdeburg, 39120Magdeburg, GermanyDepartment of Neuroradiology, University Hospital Magdeburg, 39120Magdeburg, GermanyDepartment of Neuroradiology, University Hospital Magdeburg, 39120Magdeburg, GermanyDepartment of Simulation and Graphics, Otto-von-Guericke-University Magdeburg, 39106Magdeburg, GermanyDepartment of Computer Science and Automation, Ilmenau University of Technology, 98693Ilmenau, GermanyDuring neuroradiological interventions such as treating intracranial aneurysms, neuroradiologists have to navigate a catheter in the 3D anatomy while watching a 2D projection of the vessels. To train this visuospatial ability, we present a virtual reality application where the user has to identify anatomically relevant positions on the Circle of Willis based on a 2D projection image. This image is generated based on a 3D model using a Fresnel shader. To increase motivation, which is an important aspect of training, we included several game elements. We qualitatively evaluated our application with two neuroradiologists. Although they rated our implementation of the task as difficult due to the small image section, both participants emphasized the importance of this training. Even small changes that have been suggested can adjust the difficulty, leading to an appropriate training that could be integrated into the curriculum. The results also indicate that the included game elements are motivating and that the application in general has a high usability. The proposed immersive virtual reality application provides training for visuospatial ability in a concrete medical context. Due to gamification, fun, and motivation are increased, which are two important factors of training affecting the frequency of use and outcome.https://doi.org/10.1515/cdbme-2024-1058virtual realitygamificationneuroradiology |
spellingShingle | Allgaier Mareen Jered Härtel Tim Zubel Seraphine Thormann Maximilian Behme Daniel Preim Bernhard Saalfeld Sylvia Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology Current Directions in Biomedical Engineering virtual reality gamification neuroradiology |
title | Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology |
title_full | Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology |
title_fullStr | Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology |
title_full_unstemmed | Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology |
title_short | Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology |
title_sort | gamified virtual reality training for visuospatial ability in neuroradiology |
topic | virtual reality gamification neuroradiology |
url | https://doi.org/10.1515/cdbme-2024-1058 |
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