Purpose Annotation of surgical activities becomes increasingly important for many recent applications such as surgical workflow analysis, surgical situation awareness and the design of the operating room of the future, especially to train machine learning methods in order to develop intelligent assistance. Currently, annotation is mostly performed by observers with medical background and is incredibly costly and time-consuming, creating a major bottleneck for the above-mentioned technologies. In this paper, we propose a way to eliminate, or at least limit, the human intervention in the annotation process. Methods Meaningful information about interaction between objects is inherently available in virtual-reality environments. We propose a strategy to convert automatically this information into annotations in order to provide as output individual surgical process models. Validation We implemented our approach through a peg-transfer task simulator and compared it to manual annotations. To assess the impact of our contribution, we studied both intra-and inter-observer variability. Results and conclusion In average, manual annotations took more than 12 minutes for one minute of video to achieve low-level physical activity annotation whereas automatic annotation is achieved in less than a second for the same video period. We also demonstrated that manual annotation introduced mistakes as well as intra-and inter-observer variability that our method is able to suppress due to the high precision and reproducibility.
The value of kinematic data for skill assessment is being investigated. This is the first virtual reality simulator developed for liver surgery. This simulator was coded in C++ using PhysX and FleX with a novel cutting algorithm and used a patient data-derived model and two instruments functioning as ultrasonic shears. The simulator was evaluated by nine expert surgeons and nine surgical novices. Each participant performed a simulated metastasectomy after training. Kinematic data were collected for the instrument position. Each participant completed a survey. The expert participants had a mean age of 47 years and 9/9 were certified in surgery. Novices had a mean age of 30 years and 0/9 were certified surgeons. The mean path length (novice 0.76 ± 0.20 m vs. expert 0.46 ± 0.16 m, p = 0.008), movements (138 ± 45 vs. 84 ± 32, p = 0.043) and time (174 ± 44 s vs. 102 ± 42 s, p = 0.004) were significantly different for the two participant groups. There were no significant differences in activating the instrument (107 ± 25 vs. 109 ± 53). Participants considered the simulator realistic (6.5/7) (face validity), appropriate for education (5/7) (content validity) with an effective interface (6/7), consistent motion (5/7) and realistic soft tissue behavior (5/7). This study showed that the simulator differentiates between experts and novices. Simulation may be an effective way to obtain kinematic data.
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