In interventional radiology, physicians require high haptic sensitivity and fine motor skills development because of the limited real-time visual feedback of the surgical site. The transfer of this type of surgical skill to novices is a challenging issue. This paper presents a study on the design of a biopsy procedure learning system. Our methodology, based on a task-centered design approach, aims to bring out new design rules for virtual learning environments. A new collaborative haptic training paradigm is introduced to support human-haptic interaction in a virtual environment. The interaction paradigm supports haptic communication between two distant users to teach a surgical skill. In order to evaluate this paradigm, a user experiment was conducted. Sixty volunteer medical students participated in the study to assess the influence of the teaching method on their performance in a biopsy procedure task. The results show that to transfer the skills, the combination of haptic communication with verbal and visual communications improves the novices’ performance compared to conventional teaching methods. Furthermore, the results show that, depending on the teaching method, participants developed different needle insertion profiles. We conclude that our interaction paradigm facilitates expert-novice haptic communication and improves skills transfer; and new skills acquisition depends on the availability of different communication channels between experts and novices. Our findings indicate that the traditional fellowship methods in surgery should evolve to an off-patient collaborative environment that will continue to support visual and verbal communication, but also haptic communication, in order to achieve a better and more complete skills training.
a b s t r a c tWith the advent of new haptic feedback devices, researchers are giving serious consideration to the incorporation of haptic communication in collaborative virtual environments. For instance, haptic interactions based tools can be used for medical and related education whereby students can train in minimal invasive surgery using virtual reality before approaching human subjects. To design virtual environments that support haptic communication, a deeper understanding of humans 0 haptic interactions is required. In this paper, human 0 s haptic collaboration is investigated. A collaborative virtual environment was designed to support performing a shared manual task. To evaluate this system, 60 medical students participated to an experimental study. Participants were asked to perform in dyads a needle insertion task after a training period. Results show that compared to conventional training methods, a visual-haptic training improves user 0 s collaborative performance. In addition, we found that haptic interaction influences the partners 0 verbal communication when sharing haptic information. This indicates that the haptic communication training changes the nature of the users 0 mental representations. Finally, we found that haptic interactions increased the sense of copresence in the virtual environment: haptic communication facilitates users 0 collaboration in a shared manual task within a shared virtual environment. Design implications for including haptic communication in virtual environments are outlined.
Using a simple cylindrical model for the colon and reducing drift by registering band images allows for the generation of visibility maps. The current results also suggest that the provided feedback through the visibility map could enhance clinicians' awareness of uncovered areas, which in return could reduce the probability of missing polyps.
We present a new graphical three-dimensional user interface for synchronous cooperative work, called Spin, designed for multi-user real-time applications to be used in, for example, meetings and learning situations.We have designed an interface, for an office environment, which recreates the three-dimensional elements needed during a meeting and increases the user's scope of interaction in comparison to a real-life situation. In order to accomplish these objectives, animation and three-dimensional interaction in real time are used to enhance the feeling of collaboration within the three-dimensional workspace and keep visible a maximum of information. This workspace is created using artificial geometry -as opposed to true threedimensional geometry -and spatial distortion, a technique which allows all the documents and information to be displayed simultaneously while centering the user's focus of attention. Users interact with each other via their respective clone, a three-dimensional representation, displayed in each interlocutor interface, and animated with user action on shared documents. An appropriate object manipulation system is used to point out and manipulate 3D documents, through direct manipulation, using 3D device and some interaction metaphors. Keywords: Synchronous CSCW, three-dimensional interface, 3D interaction. IntroductionTechnological progress has given us access to fields which previously only existed in our imaginations. Progress made in computers and in communications networks has benefited computer-supported cooperative work (CSCW), an area where many technical and human obstacles have to be overcome if it is to be considered a valid tool. We need to bear in mind the difficulties inherent in cooperative work and in the user's ability to perceive a third dimension. The shortcomings of two-dimensional interfacesCurrent WIMP ( Windows Icon Mouse Pointer) office interfaces have considerable ergonomic limitations. Two-dimensional space is not effective when it comes to displaying massive amounts of data; this results in shortcomings such as window overlapping and the need for iconic representation of information. Window display systems, be they Xll or Windows, do not make the distinction between applications, and information is displayed in identical windows regardless of the user's task.Until recently, network technology only allowed for asynchronous sessions; and because the hardware being used was not powerful enough, interfaces could only use two-dimensional representations of the workspace. This created many problems: moving within the simulated three-dimensional space was limited, metaphors were not realistic, there were difficulties representing users and their relation to the interface. Moreover, because graphical interaction was low (proprioception was not exploited) users had difficulties to get themselves involved in the outstanding task. Interfaces: New ScopeWe are putting forward a new interface concept, based on computer animation in real time. Widespread use of 3D graphics...
Collaborative virtual environments are 3D spaces in which users share virtual objects, communicate and work together. To collaborate efficiently, users must develop a common representation of their shared virtual space. In this work, we investigated spatial communication in virtual environments. In order to perform an object co-manipulation task the users must be able to communicate and exchange spatial information, such as object position, in a virtual environment. We conducted an experiment in which we manipulated the contents of the shared virtual space to understand how users verbally construct a common spatial representation of their environment. Forty four students participated in the experiment to assess the influence of contextual objects on spatial communication and sharing of viewpoints. The participants were asked to perform in dyads an object co-manipulation task. The results show that the presence of a contextual object such as fixed and lateralized visual landmarks in the virtual environment positively influences the way male operators collaborate to perform this task. These results allow us to provide some design recommendations for collaborative virtual environments for object manipulation tasks. Keywords INTRODUCTIONIn everyday life, spatial interactions are ruled by the operators' perception of their surrounding space. An operator relies on this knowledge to communicate spatial information to peers. Describing an object's position for example will depend on different parameters: the object position, the speaker's and the listener's point of view …etc. However, these kinds of tasks become hard to perform in virtual environments. Indeed, virtual environments change the users' perception of the surrounding space. This leads to some communication problems when two partners perform a spatial task together (such as co-manipulating a shared object) in a Collaborative Virtual Environment (CVE). From this perspective the design of virtual environments that support collaborative spatial activities remains an open issue. This paper deals with communication problems during spatial interactions in virtual environments. Our focus is to study communication during synchronous spatial tasks from a human factor point of view. Our goal is to demonstrate that the contents of shared virtual environments can be used to support spatial communication and improve the users' mutual understanding of the shared space. Before addressing problems arising during collaborative manipulation tasks in virtual environments, we will give some description first, in order to bring out the link between the CVE characteristics and the spatial communication problems during collaboration in these environments. Common frame of referenceTo support collaborative interactions in virtual environments, it is important to identify the main components of successful collaboration. When two operators collaborate in the real world, they construct a COmmon Frame Of Reference (COFOR): a common mental representation of the shared situation (...
Collaborative virtual environments allow remote users to work together in a shared 3D space. To take advantage of the possibilities offered by such systems, their design must allow the users to interact and communicate efficiently. One open question in this field concerns the avatar fidelity of remote partners. This can impact communication between the remote users, more particularly when performing collaborative spatial tasks. In this paper, we present an experimental study comparing the effects of two partner's avatars on collaboration during spatial tasks. The first avatar was based on a 2.5D streamed point-cloud and the second avatar was based on a 3D preconstructed avatar replicating the remote user movements. These avatars differ in their fidelity levels described through two components: visual and kinematic fidelity. The collaborative performance was evaluated through the efficacy of completing two spatial communication tasks, a pointing task and spatial guidance task. The results indicate that the streamed point-cloud avatar permitted a significant improvement of the collaborative performance for both tasks. The subjective evaluation suggests that these differences in performance can mainly be attributed to the higher kinematic fidelity of this representation as compared to the 3D preconstructed avatar representation. We conclude that, when designing spatial collaborative virtual environments, it is important to reach a high kinematic fidelity of the partner's representation while a moderate visual fidelity of this representation can suffice.
International audienceIn this paper a use of haptic and visual training for Chinese handwriting learning is investigated. Participants learned a given character under three training conditions (haptic, visual, haptic-visual) and were required to write the given character plus two characters with common stokes on a tablet before and after training for improvement comparison. Performance was measured in terms of mean speed, inair time, size, order, and shape. Findings from this study indicate that visual information provides benefits for learning writing shape, while haptic information showed significant improvement in the transfer of shape learning. The combination of visual and haptic information helped to reduce air time, and showed better results than only visual informatio
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