The Community for Technology Leaders
RSS Icon
Subscribe
Issue No.02 - March/April (2010 vol.30)
pp: 45-57
Jing Qin , National University of Singapore
Yim-Pan Chui , Chinese University of Hong Kong
Wai-Man Pang , University of Aizu
Kup-Sze Choi , Hong Kong Polytechnic University
Pheng-Ann Heng , Chinese University of Hong Kong
ABSTRACT
Orthopedic surgery treats the musculoskeletal system, in which bleeding is common and can be fatal. To help train future surgeons in this complex practice, researchers designed and implemented a serious game for learning orthopedic surgery. The game focuses on teaching trainees blood management skills, which are critical for safe operations. Using state-of-the-art graphics technologies, the game provides an interactive and realistic virtual environment. It also integrates game elements, including task-oriented and time-attack scenarios, bonuses, game levels, and performance evaluation tools. To study the system's effect, the researchers conducted experiments on player completion time and off-target contacts to test their learning of psychomotor skills in blood management.
INDEX TERMS
orthopedic-surgery trainer, game-oriented simulation, bleeding simulation, blood management, physics processing unit, graphics processing unit, GPU, computer graphics, graphics and multimedia
CITATION
Jing Qin, Yim-Pan Chui, Wai-Man Pang, Kup-Sze Choi, Pheng-Ann Heng, "Learning Blood Management in Orthopedic Surgery through Gameplay", IEEE Computer Graphics and Applications, vol.30, no. 2, pp. 45-57, March/April 2010, doi:10.1109/MCG.2009.83
REFERENCES
1. S. Blackman, "Serious Games … and Less!" ACM Siggraph Computer Graphics, vol. 39, no. 1, 2005, pp. 12–16.
2. D. Michel and S. Chen, Serious Games: Games That Educate, Train, and Inform, Thomson Course Technology, 2006.
3. S. Olga, S. Alexei, and H.T. Sen, "Orthopaedic Surgery Training Simulation," J. Mechanics in Medicine and Biology, vol. 7, no. 1, 2007, pp. 37–53.
4. B.D. Anderson et al., "Integrated Lower Extremity Trauma Simulator," Proc. Medicine Meets Virtual Reality, IOS Press, 2006, pp. 19–24.
5. K.P. Reinig et al., "The United States Military's Thigh Trauma Simulator," Clinical Orthopaedics & Related Research, Jan. 2006, pp. 45–56.
6. V. Narayanasamy et al., "Distinguishing Games and Simulation Games from Simulators," Computer Entertainment, vol. 4, no. 2, 2006, p. 9.
7. L. Sauvé et al., "Distinguishing between Games and Simulations: A Systematic Review," Archives of Surgery, vol. 142, no. 2, 2007, pp. 181–186.
8. A. Rollings and D. Morris, Game Architecture and Design, New Riders, 2004.
9. W.E. Lorensen and H.E. Cline, "Marching Cubes: A High Resolution 3D Surface Construction Algorithm," Proc. Siggraph, ACM Press, vol. 21, no. 4, 1987, pp. 163–170.
10. F.H. Silver, J.W. Freeman, and D. Devore, "Viscoelastic Properties of Human Skin and Processed Dermis," Skin Research and Technology, vol. 7, no. 1, 2001, pp. 18–23.
11. S.P. Magnusson, "Passive Properties of Human Skeletal Muscle during Stretch Maneuvers," Scandinavian J. Medicine and Science in Sports, vol. 8, no. 2, 1998, pp. 304–313.
12. M.V. Loocke, C.G. Lyons, and C. Simms, "The Three-Dimensional Mechanical Properties of Skeletal Muscle: Experiments and Modeling," Topics in Bio-mechanical Engineering, Trinity Centre for Bioengineering, 2004, pp. 216–234.
13. S.H. Simpson et al., "A Computer Model of Major Haemorrhage and Resuscitation," Medical Eng. and Physics, vol. 18, no. 4, 1996, pp. 339–343.
14. J.J. Monaghan, "Simulating Free Surface Flows with SPH," J. Computational Physics, vol. 110, no. 2, 1994, pp. 399–406.
15. Y. Xie et al., "GPU-Friendly Marching Cubes for Visualizing Translucent Isosurfaces," Proc. Medicine Meets Virtual Reality, IOS Press, 2007, pp. 500–503.
16. J. Qin et al., "A Distributed Simulation System for Virtual-Reality Based Medical Learning," Proc. World Congress Medical Physics and Biomedical Eng., IOS Press, 2006, pp. 3139–3142.
17. Openhaptics Toolkit Programmer's Guide Version 2.0, SensAble Technologies, 2005.
18. C. Sussman and B. Bates-Jensen, Wound Care: A Collaborative Practice Manual for Health Professionals, 3rd ed., Lippincott Williams and Wilkins, 2007.
19. K.M. Lee and W. Peng, "What Do We Know about Social and Psychological Effects of Computer Games? A Comprehensive Review of Current Literature," Playing Video Games: Motives, Responses, and Consequences, P. Vorderer, and J. Bryant eds., Lawrence Erlbaum Associates, 2006, pp. 325–346.
20. M. Griffiths,, "Violent Video Games and Aggression: A Review of the Literatures," Aggression and Violent Behavior, vol. 4, no. 2, 1999, pp. 203–213.
21. M.L. Good, "Patient Simulation for Training Basic and Advanced Clinical Skills," Medical Education, vol. 37, no. 1, 2003, pp. 14–21.
18 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool