Virtual Neurosurgery- Training for the future Michael Vloeberghs1, Tony Glover2, Steve Benford2, Arthur Jones3, Peji Wang3, Adib Becker3. 1 Academic Division of Child Health, School of Human Development 2 School of Computer Science and Information Technology 3 School of Mechanical, Materials, Manufacturing Engineering and Management, Correspondence address: Mr Michael Vloeberghs, MD, PhD Clinical Associate Professor Consultant Paediatric Neurosurgeon Paediatric Neurosurgery Nottingham University Hospital Clifton Blvd Nottingham NG72UH United Kingdom e-mail: [email protected] Key words: Virtual reality, Neurosurgical training, Haptics, Boundary elements, Working times directives. 1 Abstract: Virtual Reality (VR) simulators have been created for various surgical specialties. The common theme is extensive use of graphics, confined spaces, limited functionality and limited tactile feedback. A development team at the University of Nottingham, UK, consisting of: computer scientists, mechanical engineers, graphic designers and a Neurosurgeon, set out to develop a haptic e.g. tactile simulator, for Neurosurgery making use of Boundary Element (BE) techniques. The relative homogeneity of the brain, allows boundary elements i.e. “surface only” rendering, to simulate the brain structure. The surface-only modelling feature of the BE formulation reduces the number of algebraic equations and saves computing time, by assuming the properties of the surface equal the properties of the body. A limited audit was done by Neurosurgical users confirming the potential of the simulator as a training tool. This paper focuses on the application of the computational method and refers to the underlying mathematical structure. Full references are included regarding the mathematical methodology. Introduction The need for surgical simulation is driven by the limitation in training hours set by working time directives in Western countries and increasing litigation in surgical incidents. The net result is limited training opportunities and less chance for junior surgeons to acquire the necessary experience during regulated training. 2 Hands-on simulation is well established in aerospace training, and audit of simulation in medicine has shown a decrease in the number of adverse events in actual surgery (30). Method In order for surgery simulation to become established as training tool, VR simulators need to provide a diverse range of capabilities, close to reality (Table 1). This simulator was focused on the haptic capabilities and to a lesser extent on graphics. The development team decided that graphics are a secondary issue and easily implemented in comparison to the real-time BE computations. Table 1: Surgical acts to be simulated in VR. • Simulate the process of pushing and pulling • Simulate the cutting or separation of tissue, including multiple-cuts and incisions. • Simulate gravitational deformation of the cut tissue • Allow for self-contact between the cut tissues • Simulate post-cutting manipulation • Allow for two-handed interaction • Allow for continuous cutting and separation of tissue, e.g. to reach a tumour • Simulate the complete removal of tissue, e.g. a separation of a tumour • Provide a realistic position and posture for the surgeon • Use 3D stereo vision • Incorporate surgical tools and implements physically connected to forcefeedback devices • Show accurate visual 3D models with light projection and shadows • Utilise patient specific virtual models, e.g. from MRI data 3 A Boundary Element virtual surgery environment The BE-based simulator was developed at the University of Nottingham, as a collaborative research project between the Schools of Mechanical Materials and Manufacturing Engineering, School of Computer Science and Information Technology and School of Human Development, Division of Child Health (34, 35). Neurosurgery simulation is particularly challenging because it involves interaction with the gelatinous structure of the brain and lesions of varying consistency. This simulator allows the user to operate on an area of the brain surface, use diathermy (cutting), retract the brain substance and remove a mass from inside the brain substance. The simulator is based on in-house created real-time BE software combined with advanced computer graphics and commercially available force-feedback haptic devices. (Table 2) Table 2. Hardware set-up • A PC (high specification, typically 3 GHz) fitted with a graphics card capable of rendering 3D images • A monitor compatible with the stereo vision system, angled such that the image is reflected in a semi-silvered mirror and a visual refresh rate of at least 25 Hz • 3D Stereo vision goggles and interface • Two haptic devices for position sensing and force feedback and a haptic rendering rate around 1000 Hz (currently the Sensable Technologies PHANToM Omni system is used) (27) 4 Replace with these ? Figure 1: The surgery simulation hardware. A custom built rig accommodates the computer, the haptic devices, the monitor and the reflective semitransparent mirror needed for stereoscopic vision. Real-time simulation of Neurosurgery In practice, neurosurgical operations are limited to a small part of the exposed brain, which is identified from pre-operative imaging e.g. magnetic Resonance Imaging (MRI). MRI images can be imported directly into the original visualisation software. Only this part of the brain is rendered with a fine 3D mesh, while the other parts can remain relatively coarse meshed to save computing time. BE algorithms were developed by the authors for simulating the pushing, pulling, cutting e.g. using a bipolar forceps, retracting and two handed operating generally used in Neurosurgery. When the haptic device is moved by the user, a contact search algorithm detects which points are in contact. If the haptic device penetrates the virtual surface, the penetration displacement is used as a displacement in the BE software. The feedback forces are simultaneously computed as reaction forces and fed 5 back to the user via the haptic device. The graphics are updated accordingly in real time. Replace with this? An especially challenging aspect of simulating surgery is the real-time simulation of the surgical cutting i.e. incising the cortex with a bipolar forceps. The initial cut is created as a gap between existing surface elements. New surface elements are created in the direction of the cutting plane, without altering the original surface mesh. (Figures 2-6) (a) Pulling action (b) Pushing action Figure 2: Examples showing pulling and pushing actions 6 Figure 3: Example showing the application of two haptic devices (a) Single retractor (b) Two retractors Figure 4: Example showing the application of retractors to separate the cut surfaces 7 (a) Initiating a cut (b) Extending a cut Figure 5: Examples showing an initial cut being extended Figure 6: Example showing a post-cutting manipulation 8 Simulation of removing a tumour The simulator allows the surgeon to cut deeper until a tumour is reached. The cut can then continue around the tumour surface until the tumour is totally separated and subsequently removed. Although the tumour is located within the brain, it can be simulated as a BE surface in full contact with the surrounding brain, i.e. the surfaceonly feature of BE modelling is preserved. Figure 7 shows a wire frame model containing a tumour underneath the surface. Figure 7: 3D wire frame of a tumor beneath the surface of the organ Feedback from surgeons A preliminary evaluation of the simulator was performed. Two initial sessions were undertaken within the Nottingham University Hospital (NUH) where the system was demonstrated to more than 24 neurosurgical-related staff (ranging from 9 neurosurgeons to theatre nurses). A more refined version of the simulator was then evaluated at a subsequent session in October 2005 with 13 participants who were either consultants or trainee neurosurgeons. Participants tried the simulator for a short period of time (a few minutes each) before giving feedback through a short questionnaire which gathered their opinions about its realism and potential improvements (Table 3). The evaluation only addressed prodding and pinching and making a few cuts. The working prototype was used with basic graphics and only one haptic device. Preliminary feedback suggests that the current BE-based simulator and the hardware can achieve a sufficient level of realism to have a useful role in surgical training. Participants’ responses suggest that the simulation of pushing felt realistic, but pulling was less realistic since the current system allows an unlimited amount of tissue stretching. The simulation of cutting, while functional, requires further improvements in terms of feel and extra features such as simulating bleeding e.g. augmented reality would be a useful addition. 10 Table 3. Results of the VR questionnaire put to 13 Neurosurgeons, October 2005 (Scoring system: 1-5, 1=Very Good, 5=Very Bad) Question Mean Standard deviation In general, how easy was the simulator to use? 1.31 0.48 How realistic did the brain look whilst pushing? 2.15 0.55 How realistic did pushing the brain feel? 2.46 0.5 How easy was pushing the brain? 2.08 0.76 How realistic did the brain look whilst pulling? 2.62 0.65 How realistic did pinching the brain tissue feel? 2.77 0.6 How easy was pulling the brain? 2.0 0.74 How realistic did the brain look whilst cutting? 3.0 0.82 How realistic did cutting the brain feel? 3.38 0.51 How easy was cutting the brain? 2.38 0.87 How realistic was the stereo viewing? 1.77 0.73 How comfortable was the physical setup? 1.54 0.66 Could the simulator help you understand basic surgical acts? 13 12 11 10 9 8 7 6 5 4 3 2 1 0 Yes No Do you think the simulator has a role in surgical training? 13 12 11 10 9 8 7 6 5 4 3 2 1 0 Yes No 11 Discussion VR in surgery simulation: The application of VR to surgery simulation was first proposed in the early 1990’s (1, 9, 11, 24, 29) and focussed on task simulation. With the increasing computer processing power and the availability of sophisticated input/output devices such as force-feedback devices (26), surgery simulation gained in sophistication and realism. The lack of sufficient opportunities for trainee surgeons to practice surgery and clinical governance issues gives surgical simulators a role in training. Guidelines regarding surgical competence from the Royal college of Surgeons of England emphasise the parallel between civil aviation training and surgical training and highlight the role of simulation (30). Trainees also voice their concern about training and the time spent exposed to surgery (10, 19, 23). In the previous UK training system, trainees would spend and excess of 30000 hours training in their specialty. In the Modernised Medical Career (MMC) system, the hours are reduced to 15000 i.e. 50%. In comparison a NASA astronaut trains 10000 hours and a long haul airline pilot trains 5000 hrs (10). Building on previous VR work of the first author, this simulator uses “Patient specific” data from MRI (32, 33). Simulation of an actual patient is possible and extends the use of the device to the senior level where simulators have a role in Continuous Medical Training and pre-operative simulation of complex cases. VR surgery is used in many specialties, such as endoscopy (31), microsurgery (12), neurosurgery (28), urology (14), orthopaedics (7) and ophthalmology (17), and is gradually gaining acceptance in the medical profession (13, 20). Previous simulators 12 have concentrated on endoscopic surgery e.g. operating in a confined space with limited freedom, limiting the simulator to confined spaces and “drag and drop” surgical acts. This simulator approaches Neurosurgery from an “outside in“ perspective and uniquely allows the user to operate on the surface of the brain. Real-time Boundary Element computations The Boundary Element (BE) method is well established as an accurate stress analysis technique in which only the surface (boundary) needs to be represented (see, e.g. 2, 3, 8, 25); this is contrast with the finite element (FE) method, which requires representation of the entire model (see, e.g. 4, 5, 6). The interior of a BE domain is not rendered, resulting in a better resolution of the surface. A recent review of deformable models for surgery simulation by Meier et al (21) has identified the BE technique as being one of the most promising routes to surgical simulation.. Two early attempts, published by James, and Pai (15, 16) and Monserrat et al (22), to use BE to simulate deformable objects in VR support the method, demonstrated the basic feasibility of this approach, but did not cover the simulation of cutting, postcutting deformation or two-handed operations. The BE work presented in this paper has built on this baseline, further extending the use of BE in surgical simulation (18, 34, 35). Conclusion An overview of a unique BE-based VR Neurosurgery simulator is presented which features real-time visual and haptic feedback allowing the user to perform the basic 13 Neurosurgical acts on the brain. The research team has created the BE algorithms for this complex simulation and have proven that the surface-only modelling capability of the BE techniques are highly suitable for VR surgery. Initial trials of the system by Neurosurgeons have indicated that a sufficient degree of realism can be achieved and that such simulators can play a useful role in surgical training. There are many challenges to address, which include more realism by use of augmented reality to simulate bleeding, tearing of tissue etc. The authors believe simulation techniques, especially VR with haptic feedback as described in this paper, will in part address the concerns raised by training and governance bodies regarding training hours and litigation. Acknowledgements The authors wish to acknowledge the financial support of the UK, Engineering and Physical Sciences Research Council (EPSRC) research grant GR/R84030. References: 1) Bathe K, “Finite element procedures in engineering analysis”, Prentice-Hall, New Jersey, 1982. 2) Becker A, “The boundary element method in engineering”, McGraw-Hill, London, 14 1992. 3) Becker A and Mihsein M, “Boundary element analysis of gravitational loading on structures”, Developments in Computational Techniques for Structural Engineering, edited by B.H.V. 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