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With the help of 3D Slicer and open source software, anatomy atlases and training tools are becoming more accessible than ever. These tools allow medical professionals to gain a better understanding of the human body, from its organs and muscles to its bones and tissues. They also provide an opportunity for medical students to practice their skills in a virtual environment without risking any harm to real patients.
This project aims to provide the tools and knowledge for generating a comprehensive set of atlasses. Additionally, it will enable the development of innovative tools such as augmented reality (AR) applications and virtual reality (VR) simulations to further enhance the learning experience.
Objective A: Identify all resources and current state of open source atlases content so far and analyze the strength of Slicer 3D on this subject.
Objective B: Select different open source atlas (OpenAnatomy and z-Anatomy as starting points) and define common needs for atlas creation.
Objective C: Check and conclude what implementations or changes could improve our Virtual Dissection project and what is our best bet to use VR and AR with human anatomy.
Research the state of the art of open source atlases meeting and discussing with previous atlas workers and get the current state and needs from different points of view.
Recopilate, test and identify open source atlases, how they work and what features and options they provide.
Check the inclusion of Slicer3D into the pipeline of open source atlases created for web access or standalone apps
Identify potential features from the atlases that can be used or improved with little effort: VR, AR, Collab…
Meet & discusions with Nayra Pumar, researcher who has already work in affordable custom atlases PAPER: Affordable Custom Three-Dimensional Anatomy Atlases
They work with Slicer3D for making the creation of 3D Models from real world CT images, segmentation and they use Slicer software as the atlas itself.
This is an affordable way of create and apply on student classes realistic atlases based on real life humans
The drawback of this way of using atlas is that it needs a little formation in the users on Slicer3D usage
In the other hand this allows students to be able to improve and make better atlases from the previous work
As conclussion, he has found out by several classes and teaching sessions that the students classifications improves while using atlases as learning tools comparing to others that don’t use it
If we are working with anatomic tools for learning, we cannot allow bad information, we need a system to check every model and pieces in the human body is well named and well modeled.
Using Slicer3D we have the certain that there is no wrong content because it comes directly from a human, not 3d modeled. The errors could come from the segmentation part, but we keep the editable capabilities.
Anatomic Tree Adapter: Web application to reorganize all z-Anatomy models as we need into our custom apps. (Image #3)
Human Viewer: Web application to render all z-Anatomy body to check the performance of Three.JS technology from mobile devices. (Image #4)
Image #1 - Meeting with Babacar Diao in NAMIC Project week 38
Image #3 - Anatomic Tree Adapter for readapt human anatomy
Image #4 - Human Viewer - Three.JS performance test
Image #5 - Segmentation by Babacar Diao
Image #6 - Segmentation by Babacar Diao
Last two years we have been working with anatomic 3d models to create educative experiences like VRAINS (VR Anatomic atlas - ULPGC) and AVRIR (Collaborative VR dissection - ULPGC) using OpenAnatomy and z-Anatomy content imported into Unity3D.
We have found several challenges with the adaptation of this kind of content for our objectives (Excess of polygons for target devices, too detailed anatomic distribution, language localization…).
The impacts of three-dimensional anatomical atlas on learning anatomy