3D visualization makes learning easy

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  • #11448
    drsnehamaheshwari
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    Registered On: 16/03/2013
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    A new 3D visualization system developed in Scotland has the potential to revolutionize dental and medical training.
    The 3D Digital Head and Neck, developed at the Glasgow School of Art and unveiled April 24, is designed to enable students and clinical trainees to view, manipulate, and interact with a 3D head in real-time in order to develop an understanding of anatomy and learn diagnostic techniques and procedures.
    The 3D model includes accurate visualizations of the skeleton, nervous system, blood supply, muscles, supporting tissues, and lymphatic drainage. Also integral to the project was the development of an interactive dental injection simulator that will allow students to physically feel what it is like to give a local anesthetic injection and check that the injection was successfully and safely administered.
    Following an international tender that saw submissions from across Europe, the research team at the Glasgow School of Art’s Digital Design Studio was commissioned to develop the 3D Digital Head and Neck. The Digital Design Studio previously produced 3D digital models of selected anatomy to support activities such as preoperative planning, risk reduction, surgical simulation, and increased patient safety. For the project, the studio collaborated with academics at the University of Glasgow Dental School and Department of Anatomy and with surgeons and teaching staff at the Centre for Health Science at Raigmore Hospital in Inverness.
    Construction of the model required careful dissection of a cadaver, with laser scanning at each stage, to ensure that all anatomical details were captured in three dimensions. The designers then used their expertise to reconstruct the head and neck, and develop software that could manipulate the model.
    “The 3D Digital Head and Neck has been one of the most important multidisciplinary research projects undertaken by the Digital Design Studio to date,” said Paul Anderson, director of the studio, in a university news release. “It has been a privilege to work with NES [>National Health Service Education for Scotland, the national education and training board] and with academic colleagues and medical practitioners across Scotland to create this clinical resource, which will revolutionize the training of healthcare professionals and improve patient safety.”
    The 3D Digital Head and Neck is the largest scale project commissioned to date by NES as part of an ongoing program of initiatives to enhance the understanding of anatomy, improve patient safety, and increase the flexibility of training for all healthcare professionals.

    To enable dental teams and undergraduates to take full advantage of these new educational resources, NES has also invested in 3D teaching laboratories in Glasgow, Dundee, Inverness, and Stornoway. Similar laboratories are being developed in Dumfries and Aberdeen to ensure that the 3D packages are available to an even wider range of students, Anderson noted.

    #16568
    drsnehamaheshwari
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    Real patients have a way of doing inconvenient things such as gagging, bleeding, and fainting. Their mouths don’t offer the ideal place for students to practice their preparation techniques. So for years, dental schools have struggled for ways to realistically simulate dentistry. Now, digital technology is making some professors hopeful that the next generation of students will better know what to do when real human beings "open wide."
    Among the new types of simulation are computer games, patient profiles created on social media, virtual reality simulations, computers that track handpiece movements as they cut plastic teeth, and haptic devices that give tactile feedback. The innovations not only spare real patients the agony of an inexperienced practitioner, they also offer a way of holding the attention of a new generation.

    "Students have grown up in an environment of video games," says Parag Kachalia, DDS, Vice Chair of Simulation, Technology, and Research at the University of the Pacific in San Francisco, California. "They manipulate images on an iPad®, an Xbox®, or PlayStation®. If it’s 2 o’clock in the morning and a student wants to develop their hand skills and work with a video game-type module, they should be able to work in an Xbox-type world of being able to prepare teeth and have a response system that’s built into it." 

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