Schmidt, Albrecht Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems New York,NY,United States : Association for Computing Machinery, 2023 (2023), Artikel-ID 477, Seite 1-5
GMS Medizinische Informatik, Biometrie und Epidemiologie [Köln] : Deutsche Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie e.V. (GMDS), 2005 19(2023), Artikel-ID Doc11, Seite 1-18 Online-Ressource
Immersive and high-quality VR-based telepresence systems could be of great benefit in the medical field and the operating room (OR) specifically, as they allow distant experts to interact with each other and to assist local doctors as if they were physically present. Despite recent advances in VR technology, and more telepresence systems making use of it, most of the current solutions in use in health care (if any), are just video-based and don’t provide the feeling of presence or spatial awareness, which are highly important for tasks such as remote consultation, -supervision, and -teaching. Reasons still holding back VR telepresence systems are high demands regarding bandwidth and computational power, subpar visualization quality, and complicated setups. We propose an easy-to-set-up telepresence system that enables remote experts to meet in a multi-user virtual operating room, view live-streamed and 3D-visualized operations, interact with each other, and collaboratively explore medical data. Our system is based on Azure Kinect RGB-D cameras, a point cloud streaming pipeline, and fast point cloud rendering methods integrated into a state-of-the-art 3D game engine. Remote experts are visualized via personalized real-time 3D point cloud avatars. For this, we have developed a high-speed/low-latency multi-camera point cloud streaming pipeline including efficient filtering and compression. Furthermore, we have developed splatting-based and mesh-based point cloud rendering solutions and integrated them into the Unreal Engine 4. We conducted two user studies with doctors and medical students to evaluate our proposed system, compare the rendering solutions, and highlight our system’s capabilities.
Virtual Reality and Mixed Reality 1st ed. 2022. Cham : Springer International Publishing, 2022 (2022), Seite 89-110 1 Online-Ressource(XII, 219 p. 72 illus., 60 illus. in color.)