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Á¢¼ö¹øÈ£ - 980098 RHOP 4-4 |
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
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¸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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