Geo-Registered Tool Virtual Object Interaction
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Solution Overview
Problem
Current augmented reality technologies in medicine lack effective methods to engage users, particularly young individuals, in learning medical anatomy and procedures, leading to a potential shortage of medical professionals, and do not adequately utilize geo-registered tools for interactive and immersive learning experiences.
Innovation Solution
The integration of geo-registered tools with virtual objects in a gaming environment, utilizing real patient anatomy and medical imaging data to create interactive 3D medical images, allowing users to manipulate and learn through hands-on virtual surgical and diagnostic experiences, with features like voxel manipulation, virtual tools, and scoring systems to enhance engagement and knowledge acquisition.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional medical education methods are used, then medical knowledge can be transmitted, but user engagement and interest particularly among young individuals deteriorates
Solution Approach 1:
The patent creates virtual copies of real patient anatomy and medical procedures through 3D imaging and simulation. These virtual replicas allow users to interact with and manipulate medical structures without risk, providing an engaging gaming experience that simultaneously delivers accurate medical education. The virtual environment copies real-world medical scenarios while removing the dangers and limitations of actual patient interaction.
Solution Approach 2:
The patent transitions from traditional 2D medical imaging to immersive 3D virtual environments. By adding the third dimension and enabling spatial navigation within anatomical structures, the system creates a more engaging and intuitive learning experience. Users can explore medical procedures from multiple angles and perspectives, making complex anatomical relationships easier to understand and remember.
2Adaptability or versatility
If immersive virtual environments are created, then user engagement improves, but system complexity increases
Solution Approach 1:
The patent creates a multi-functional platform that combines 3D image rendering, physics simulation, user interaction tracking, and educational content delivery within a single integrated system. The virtual environment serves multiple purposes simultaneously: it displays anatomical structures, simulates procedural interactions, tracks user performance, and provides educational feedback. This universal approach reduces the need for separate specialized systems while maintaining immersive capabilities.
3Reliability
If real patient anatomy is used in gaming environment, then educational value increases, but ethical concerns and data privacy requirements worsen
Solution Approach 1:
The patent uses virtual copies of patient anatomy derived from 3D imaging data rather than directly using real patient information in the gaming environment. The virtual models replicate the structural and functional characteristics of real anatomy for educational purposes while separating identifiable personal information. This copying approach maintains medical accuracy for training while protecting patient privacy through anonymization and virtual representation.
Data Source
AI summary
Virtual objects can be affixed to geo-registered tools (e.g., platform, knife, etc.) that interact with items (e.g., anatomic structures) within 3D volumes. For example, a 27-foot virtual wand can be affixed to a 1-foot long geo-registered wand and the resulting multi-part wand can be moved another two feet within a 3D volume in response to movement of the geo-registered wand to reach an object 30 feet away in the 3D volume. Various other interaction techniques are disclosed. The techniques may be used in a variety of applications possibly including, but not limited to, medicine, gaming, education, carpentry, manufacturing, or other industries.


