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Aaron Kotranza, Ben Lok, Juan Cendan University of Florida Colleges of Medicine and Engineering Gainesville, FL MedBiquitous Annual Conference, London, 2010 Presentation 39558. Simulation of a Virtual Patient with Cranial Nerve Injury Augments Physician-Learner Concern for Patient Safety.
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Aaron Kotranza, Ben Lok, Juan Cendan University of Florida Colleges of Medicine and Engineering Gainesville, FL MedBiquitous Annual Conference, London, 2010 Presentation 39558 Simulation of a Virtual Patient with Cranial Nerve Injury Augments Physician-Learner Concern for Patient Safety
NERVE • Neurological Exam Rehearsal Virtual Environment (NERVE) • Virtual Patient targets abnormal physical exam findings of the cranial nerves • Interaction includes: • Verbal communication with natural speech • Gestures • Virtual tool interactions • Patient Vision Feedback (PVF) allows the user to share the patient visual experience
Motivation • Cranial nerve palsy/injury is uncommon but dramatic and critical physical finding • Cannot be feigned by SP • Opportunities for clinical teaching are rare • Identified as a particularly relevant niche for virtual human representation
Current State of the Art • Traditional lecture, textbook-video didactics, some simulation systems • Fundoscopic exams • UC Davis disembodied eyes system • http://cim.ucdavis.edu/eyes/version15/eyesim.html • Rick Lasslo,M.D., M.S., Gary Henderson, PhD, and John Keltner, M.D. , UC Davis School of Medicine
System Description • NERVE uses a life-size virtual patient with cranial nerve injury • Learner performs examination using • Speech • Virtual tools (ophthalmoscope, eye chart, hand and fingers) manipulated by a Nintendo Wii Remote (WiiMote) • Representation from the VP • Restricted eye motion • Double vision • Relevant history
NERVE System • VP modeled in Autodesk Maya • Rendered with open source Ogre 3D • VP portrayed on a 52” LCD • User wears IR fiducials for location/angle of vision tracking • Naturalpoint Optitrack
Patient Vision Feedback • Real-time experience • Allows learner to view a virtual room through the eyes of the patient • Goals • Provide learner with more information for understanding how a particular CN injury affects the patient’s vision • Provide insight into the patient’s overall wellbeing and safety
Typical Interaction • Learner greets VP and queries with natural speech • Virtual People Factory • Learner performs examination • Ophthalmoscope with and without light • Fundoscopic exam • Hand fingers tool for ROM • Convergence • Peripheral Vision • Eye chart with “cover one eye”
Interaction with VP using text box • Typical exchange between user and virtual patient - can occur in natural spoken language or in text-box
Additional Responses • Also able to reproduce on command • Head tilt • Chin to chest • Smile, frown • Stick out tongue • Raise eyebrows and wink • Puff out cheeks • Turn head side-to-side • Collision detection allows examination of Cranial Nerve 5 (virtual finger and facial sensation)
Special Challenge • Eye movement requires coordination of 6 muscles • Characteristic presentation when abnormal would require tremendous computational expense • Developed our own model that is not physically based, but consistent with physiologic presentation
Special Challenge • Visual model uses interpolation of 8 cardinal eye movements (left, up-left,…, down) • Can be visualized as a 2-D pitch-yaw plane • For each eye the model defines a set of 8 vector criteria
Range of Motion • Typical Range Examination • Red/Green boxes as teaching tools
Wii Remote • Shaped like a hand-held tool and high degree of freedom control • Bluetooth, 11 buttons, 3 orthogonal accelerometers, 45 degree field-of-view IR camera that tracks up to 4 points • Displays information with integrated LEDs, speaker and vibration • 100Hz update and sub-centimeter accuracy • Inexpensive
WiiMote Applications • Ophthalmoscope • Example: “Contact” with eye leads to vibration and complaint from patient • Trigger button used to create light for pupil examination
Pupil Reflex Example • Exam of the pupil using laptop • Can be done with WiiMote
Patient Vision Feedback System • Head mounted display • Virtual room is rendered twice reflecting the perspective of each eye
Methods • 18 students in second year of medical school • Had prior experience with “normal” neurological exam • Had not examined a patient with active pathology • 9 students experienced PVF prior to examining the patient • The other 9 did so after data collection
Methods 2 – Examination Experience “PV” Passive – Sees what the patient sees… “NPV” Active – Interviews and examines patient • Two participants at a time • Completed experience survey • NERVE and PVF were explained by instructor (Author AK) • Participant PV donned a stereoscopic HMD displaying the virtual room while participant NPV examined the NERVE • Both participants are synchronized to the same patient exam and environment
Methods 3 -Counterbalanced Design Both users complete survey, switch roles Both users complete final survey
Results • 2 participants never experienced double vision • One in each group • ? Technical, individual …unclear and removed from analysis • Correct diagnosis was established equally by both groups • 9 of 9 in PV; 8 of 9 in NPV (p=NS)
Results 2 • PVF provided enough data to accurately diagnose the CN injury • 81% were able to make the Dx using PVF only • 7/8 in PV group identified CN3 palsy • 6/8 in NPV group identified CN6 palsy • 2 = 5.1; p<0.05
Results 3 • Concern for Patient Safety • Affective performance (perspective taking leading to concern for patient wellbeing) evaluated as expressed (verbal or written) concern for safety • E.g. Informing the VP that he should not drive home, etc. • 7/8 learners in PV expressed concern vs. 0/8 in the NPV group (p<0.005 Fisher’s exact) • 5 on post patient vision survey • 1 of five told the patient directly during the exchange • 3 on the overall survey • 1 expressed concern in both surveys
Results 4 • Note • All participants were primed to think about driving as the opening statement from the VP was • “I was driving home from work and all of the sudden the lines on the road started to cross.”
Conclusions • NERVE presents a life-sized virtual human presenting with a cranial nerve palsy • Novel vector methodology provides efficient modeling • Content validity has been completed on prior testing with 32 students and residents • Students can arrive at the correct diagnosis using traditional examination skills as well as “through the eyes of the patient” technique • Patient safety will be augmented by giving the examiner a patient-perspective of the presenting condition
Future and Support • Currently developing and testing a web-deployable version of NERVE • Will not initially support voice recognition but can type-in-box • Will not support patient vision • Widely deployable • Dr. Cendan and Dr. Lok receive support from NIH NLM R03-LM009646.