Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology

Abstract 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.

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Publication Details

Journal
Current Directions in Biomedical Engineering
Published
2024-09-12
DOI
https://doi.org/10.1515/cdbme-2024-1058
Citations
1
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.25
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article

Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology

Mareen Allgaier, Sylvia Saalfeld, Bernhard Preim, Seraphine Zubel et al.
1 citations
Current Directions in Biomedical Engineering
Augmented Reality Applications
0.25
article

Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology

Mareen Allgaier, Sylvia Saalfeld, Bernhard Preim, Seraphine Zubel, Maximilian Thormann, Daniel Behme, Tim Jered Härtel
article en
1 citations

Abstract

Abstract 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.

Current Directions in Biomedical EngineeringVol. 10(2)
Technische Universität Ilmenau (DE), University Hospital Magdeburg (DE), Otto-von-Guericke-Universität Magdeburg (DE)
Quality Education
Openalex Percentile: Top 48%
Augmented Reality Applications
0.25
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