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A First Hand Evaluation of Virtual Reality and Haptics in Dental Surgery
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Journal of Surgery

ISSN: [Jurnalul de chirurgie]
ISSN: 1584-9341

Open Access

Mini Review - (2022) Volume 18, Issue 8

A First Hand Evaluation of Virtual Reality and Haptics in Dental Surgery

Nicholas Theodore*
*Correspondence: Nicholas Theodore, Department of Neurosurgery, Johns Hopkins University School of Medicine, Baltimore, Maryland, USA, Email:
Department of Neurosurgery, Johns Hopkins University School of Medicine, Baltimore, Maryland, USA

Received: 14-Jul-2022, Manuscript No. jos-22-73463; Editor assigned: 19-Jul-2022, Pre QC No. P-73463; Reviewed: 25-Jul-2022, QC No. Q-73463; Revised: 02-Aug-2022, Manuscript No. R-73463; Published: 04-Aug-2022 , DOI: 10.37421/1584-9341.2022.18.53
Citation: Theodore, Nicholas. “A First Hand Evaluation of Virtual Reality and Haptics in Dental Surgery.” J Surg 18 (2022): 53.
Copyright: © 2022 Theodore N. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

Abstract

The last 20 years have seen a rise in the use of virtual reality and haptics, two unique human-machine interface technologies, across a variety of industries including healthcare, entertainment, manufacturing, and education. They offer a fresh and inexpensive method, especially for dental surgery simulation and training, allowing dentists to perform procedures as much as they'd like without incurring additional costs. Training can also take place anywhere. The use of virtual reality and haptics for teaching and simulation in dental surgery is thoroughly covered in this study. The investigation of a few novel concepts and current research developments is followed by an introduction to the main research initiatives and their typical systems, a summary of the key research questions that were involved, and a discussion of potential future directions and findings.

Keywords

Treatments • Wound healing • Virtual reality • Haptics • Dental surgery

INTRODUCTION

The study, diagnosis, prevention, and treatment of diseases, disorders, and conditions of the maxillofacial region, the surrounding and connected structures, and their effects on the human body, constitute dental surgery. The two most prevalent oral disorders, dental caries and periodontal disease, are the main reasons that dental procedures are performed. Restoration of teeth as a method of treating dental caries, surgical removal of teeth that cannot be restored, scaling of teeth as a method of treating periodontal disease, and endodontic root canal therapy as a method of treating abscessed teeth are common treatments. Due to the incidence and prevalence of dental illnesses around the world, which are significant public health issues, many researchers have devoted significant time and attention to this field. For virtual reality (VR) simulations of dental surgery, haptics are crucial. With the aid of haptic technology, surgeons can manipulate real-world things like surgical instruments and human organs virtually. They can also conduct tasks like pushing, tugging, and cutting soft or hard tissue while receiving accurate force feedback [1,2].

Too much force used during a tooth-cutting operation may speed up the production of heat and harm the tooth tissues, while not enough force will make the patient endure the uncomfortable treatment process for longer. As a result, haptic feedback is essential for surgeons to perform successfully. The lack of force and tactile feedback in classic VR-based dental simulators is one of the main reasons they have not been widely used. It's crucial to get the inflammatory cells going, especially the macrophage. In order to enter the proliferative phase, a macrophage must be stimulated. Vascular endothelial growth factor (VEGF), fibroblast growth factor, and other factors will be synthesised by an activated macrophage to drive a giogenesis

The mesh-based approach and the voxel-based approach are the two methods for modeling virtual teeth and the cutting process. The mesh model has a cheap cost of calculation and is simple to use for algorithm implementation and graphic display. Internal tissue and material details are missing, though. Voxel-based models, as opposed to mesh-based models, can give an understandable representation for a solid made up of several tissues with various physical properties in various places, and are more suited for cutting simulations. The majority of the mesh models used in the early dental simulators. Daniel created a method based on a triangular mesh to model the tooth and simulate the cutting action. the boundary contour of the teeth is defined by the original tooth data, which are multiple points acquired via a laser scanning data gathering system. Triangles on the mesh are given a predetermined tissue property that will be employed in the calculation of forces and graphical representation.

The boundary between various tissues can be described by a number of additional triangular meshes in order to show the force differential on different tissues including enamel, dentin, pulp, and cavity. These meshes divide the internal volume of the initial tooth form into various subvolumes. All of the triangles on the mesh at the start of the cutting simulation are of the enamel tissue type. The triangular mesh of the tooth surface model is altered during cutting. A tissue type detection algorithm is utilized to determine the physical attribute of each newly created triangle. the triangle mesh's vertex distortion. FL replicates the logic of human control. It can be incorporated into a wide range of goods, from tiny handheld devices to big computerised process control systems. In order to process incoming data as if a human operator would, it employs a verbose yet highly descriptive language. It frequently functions when first implemented with little or no adjustment and is quite robust and tolerant of operator and data input [3,4].

A new 3D geometric model expresses geometry more effectively for visual rendering, while the volume implicit surface is employed for intuitive form modification and haptic rendering. From a geometric model, a volumetric implicit surface representation is produced using a transform technique. First, the algorithm creates a regular 3D grid by dividing the 3D space containing the geometric model. The Eikonal equation is then quickly solved using the method of characteristics to get the nearest point to the surface and its distance for each grid point. In order to create the geometry surface from the volumetric representation, Velho's adaptive polygonization approach is also used. The surface of the virtual tooth should be updated in accordance with the shape volumetric representation when the user performs the drilling action. The system changes potential values in a constrained local region near the tool. For haptic and visual rendering, it is acceptable that some spots that are not close to the surface contain inherent inaccuracies. Usually, the system was unable to update the graphical model quickly enough for haptic rendering.

The majority of earlier haptic systems were unable to properly replicate the deformed graphical models because of this performance disparity. An intermediary implicit surface is utilized to seamlessly transition between the discrete old model and the target model in the haptic process in order to close the gap between the update rates of the visual and haptic rendering. An old model based on a CSG point-set Boolean operation defines the target model. Chemically unstable medications run the danger of having poor bioavailability or potentially negative side effects due to the toxicity of hydrolytic breakdown products when taken orally without a carrier system. The employment of surfactant, copolymer, or lipid systems, such as micellar solutions, liquid crystalline phases, and micro emulsions, is consequently frequently used for oral delivery of labile hydrophobic medicines. All of these methods reduce the drug's exposure to water, which slows down the pace of breakdown of the hydrophobic and hydrolytically labile substance.

The amount of surviving bone is indicated by the density characteristic that each voxel has. When a drill strikes bone, this value falls in accordance with the rate at which bone is being removed. The marching cube algorithm is used to extract a triangle mesh from the volume data, which is then presented using a graphics rendering pipeline. Before the simulation, a drill bit's bounding sphere and distance field are created. In the distance field of the drill bit, the cyan hue stands in for the surface border, while the red and blue shadings relate to the drill bit's exterior and interior, respectively. In order to simulate bone removal, it is necessary to first identify the voxels that are contained within the drill bit's bounding sphere. Each of these voxels is then checked against the distance field. For collision detection and force computation, the majority of haptic rendering techniques only employ one point of the virtual tool. Using a single point to interact with the virtual environment is the most basic variation of this technique.

This is comparable to using the tip of one finger to probe the virtual object. The single point, which is the virtual representation of the haptic device’s end effector, is often referred to as the Haptic Interface Point. When the user moves the virtual tool, the system looks for collisions between the HIP and the objects, computes the contact feature and the contact normal, and then makes an estimate of the depth to which the HIP has penetrated the item to obtain the forces and torque. However, the interaction between the virtual and the visual encounter. Additionally, PGE2 turns on 15-lipooxygnease gene expression and RNA processing in vitro at a time that is compatible with when lipoid synthesis is turned on in vivo. These findings show that functionally distinct, as note [5].

Conflict of Interest

None.

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Google Scholar citation report
Citations: 288

Journal of Surgery received 288 citations as per Google Scholar report

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