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ADVANCING OTORHINOLARYNGOLOGY EDUCATION: THE EFFECTIVE IMPLEMENTATION OF AN IMMERSIVE HEAD AND NECK ANATOMY MODEL FOR MULTI-USERS
1DEPARTMENT OF OTORHINOLARYNGOLOGY-HEAD AND NECK SURGERY, SAMSUNG MEDICAL CENTER, SUNGKYUNKWAN UNIVERSITY SCHOOL OF MEDICINE, SEOUL, REPUBLIC OF KOREA 2DEPARTMENT OF IMMERSIVE MEDIA ENGINEERING, SUNGKYUNKWAN UNIVERSITY, SEOUL, REPUBLIC OF KOREA 3SURGICALMIND INC., SEOUL, REPUBLIC OF KOREA 4DEPARTMENT OF DATA CONVERGENCE AND FUTURE MEDICINE SAMSUNG MEDICAL CENTER, SUNGKYUNKWAN UNIVERSITY SCHOOL OF MEDICINE, SEOUL, KOREA
MINHAE PARK, MINHAE PARK1, EUN-SEOK RYU2, IL-KIM3, CHANMO RYU3, AND YONG GI JUNG1,4
¸ñÀû: Head and neck anatomy is complex and difficult, and it takes a lot of time for beginners to fully comprehend it. While anatomical expertise is paramount for otorhinolaryngologists, who majorly deal with head and neck regions, the two-dimensional (2D) illustrations pose challenges in grasping spatial constructs. Achieving proficiency in these anatomies often requires considerable time due to a steep learning curve. We created an anatomical model using virtual reality (VR). We aimed to assess the effectiveness of a three-dimensional (3D) anatomy model that reflects structural interrelationships compared to traditional 2D textbooks. ¹æ¹ý:The Unity¢ç (Unity Technologies, San Francisco), a cross-platform video game engine, was used to create a 3D model comprising 152 anatomical structures included in the head and neck, organized by system. All seven otorhinolaryngology residents used the Meta Oculus Pro (Oculus VR, LLC, Menlo Park, CA) to study a 3D anatomy model via VR. They were randomly divided into two groups, with one group solving odd-numbered questions and the other group solving even-numbered questions using VR. The remaining questions were solved using a 2D textbook for anatomical reference in both groups. Each question carried a weight of 3 points, contributing to a total possible score of 18. Scores were assigned based on scoring criteria established before the assessment. All participants took part in a survey related to user experience after the assigned tasks. °á°ú:The median total score for the 3 questions solved in VR was 7.14 (Interquartile Range (IQR), 3.50 – 11.50), while the median total score for the 3 questions solved using a 2D textbook was 6.0 (IQR, 3.0 – 9.0). When comparing the total scores of all participants for the VR questions and the 2D textbook questions, there was no statistical difference (Wilcoxon signed rank test, p-value=0.245). In user- experience evaluation, the 3D head and neck anatomy model was found to be relatively systematic and realistically represented (4 out of 5 points). It was assessed to help learn anatomy compared to 2D textbooks, CT, or MRI (3.43 out of 5 points). However, the user- interface was rated as less user-friendly (3.14 out of 5 points). °á·Ð:Based on the test results, it was confirmed that the 3D head and neck anatomy model enhances the detail of anatomical structures, making it ideal for medical professional education. Considering factors such as resident work hour restrictions and increased concerns for patient safety, this anatomy VR model will be a useful resource for enhancing anatomical insights.


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