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1.
Article in English | MEDLINE | ID: mdl-38905084

ABSTRACT

The ability to manipulate and physically feel virtual objects without any real object being present and without equipping the user has been a long-standing goal in virtual reality (VR). Emerging ultrasound mid-air haptics (UMH) technology could potentially address this challenge, as it enables remote tactile stimulation of unequipped users. However, to date, UMH has received limited attention in the field of haptic exploration and manipulation in virtual environments. Existing work has primarily focused on interactions requiring a single hand and thus the delivery of unimanual haptic feedback. Despite being fundamental to a large part of haptic interactions with our environments, bimanual tasks have rarely been studied in the field of UMH interaction in VR. In this paper, we propose the use of non-coplanar mid-air haptic devices for providing simultaneous tactile feedback to both hands during bimanual VR manipulation. We discuss coupling schemes and haptic rendering algorithms for providing bimanual haptic feedback in bimanual interactions with virtual environments. We then present two human participant studies, assessing the benefits of bimanual ultrasound haptic feedback in a two-handed grasping and holding task and in a shape exploration task. Results suggest that the use of multiple non-coplanar UMH devices could be an interesting approach for enriching unencumbered haptic manipulation in virtual environments.

2.
IEEE Trans Haptics ; 17(2): 277-291, 2024.
Article in English | MEDLINE | ID: mdl-38277254

ABSTRACT

Manipulating virtual objects with bare hands is a key interaction in Augmented Reality (AR) applications. However, there are still several limitations that affect the manipulation, including the lack of mutual visual occlusion between virtual and real content as well as the lack of haptic sensations. To address the two abovementioned matters, the role of the visuo-haptic rendering of the hand as sensory feedback is investigated. The first experiment explores the effect of showing the hand of the user as seen by the AR system through an avatar, comparing six visual hand rendering. The second experiment explores the effect of the visuo-haptic hand rendering by comparing two vibrotactile contact techniques provided at four delocalized positions on the hand and combined with the two most representative visual hand renderings from the first experiment. Results show that delocalized vibrotactile haptic hand rendering improved perceived effectiveness, realism, and usefulness when provided close to the contact point. However, the farthest rendering position, i.e., on the contralateral hand, gave the best performance even though it was largely disliked. The visual hand rendering was perceived as less necessary for manipulation when the haptic hand rendering was available, but still provided useful feedback on the hand tracking.


Subject(s)
Augmented Reality , Hand , Touch Perception , Humans , Hand/physiology , Touch Perception/physiology , Female , Male , Adult , Young Adult , Feedback, Sensory/physiology , User-Computer Interface , Visual Perception/physiology , Virtual Reality , Vibration , Touch/physiology
3.
Article in English | MEDLINE | ID: mdl-37224347

ABSTRACT

Rich, informative and realistic haptic feedback is key to enhancing Virtual Reality (VR) manipulation. Tangible objects provide convincing grasping and manipulation interactions with haptic feedback of e.g., shape, mass and texture properties. But these properties are static, and cannot respond to interactions in the virtual environment. On the other hand, vibrotactile feedback provides the opportunity for delivering dynamic cues rendering many different contact properties, such as impacts, object vibrations or textures. Handheld objects or controllers in VR are usually restricted to vibrating in a monolithic fashion. In this paper, we investigate how spatialiazing vibrotactile cues within handheld tangibles could enable a wider range of sensations and interactions. We conduct a set of perception studies, investigating the extent to which spatialization of vibrotactile feedback within tangible objects is possible as well as the benefits of proposed rendering schemes leveraging multiple actuators in VR. Results show that vibrotactile cues from localized actuators can be discriminated and are beneficial for certain rendering schemes.

4.
IEEE Trans Haptics ; 16(4): 680-686, 2023.
Article in English | MEDLINE | ID: mdl-37224369

ABSTRACT

This paper studies the perception of 2-dimensional directional cues presented on a hand-held tangible interface that resembles a cylindrical handle. The tangible interface is designed to be comfortably held with one hand and houses five custom electromagnetic actuators composed of coils as stators and magnets as movers. We carried out a human subjects experiment enrolling 24 participants, analysing the recognition rate of directional cues using the actuators either to vibrate or tap in sequence across the user's palm. Results show an impact of the positioning/holding of the handle, the mode of stimulation, and the directional indication sent via the handle. There was also a correlation between the score and the confidence of the participants, showing that participants are more confident when recognising vibration patterns. Overall, results supported the potential of the haptic handle to provide accurate guidance, with recognition rates higher than 70 % in all conditions and higher than 75 % in the precane and power wheelchair configurations.


Subject(s)
Touch Perception , Wheelchairs , Humans , Stereognosis , Touch/physiology , Cues
5.
IEEE Trans Haptics ; 16(4): 477-483, 2023.
Article in English | MEDLINE | ID: mdl-37058388

ABSTRACT

We propose to study the combination of acoustically transparent tangible objects (ATTs) and ultrasound mid-air haptic (UMH) feedback to support haptic interactions with digital content. Both these haptic feedback methods have the advantage of leaving users unencumbered, and present uniquely complementary strengths and weaknesses. In this article, we provide an overview of the design space for haptic interactions covered by this combination, as well as requirements for their technical implementation. Indeed, when imagining the concurrent manipulation of physical objects and delivery of mid-air haptic stimuli, reflection and absorption of sound by the tangibles may impede delivery of the UMH stimuli. To demonstrate the viability of our approach, we study the combination of single ATT surfaces, i.e. the basic building blocks for any tangible object, and UMH stimuli. We investigate attenuation of a focal point focused through various plates of acoustically transparent materials, and run three human subject experiments investigating the impact of acoustically transparent materials on detection thresholds, discrimination of motion, and localization of ultrasound haptic stimuli. Results show that tangible surfaces which do not significantly attenuate ultrasound can be fabricated with relative ease. The perception studies confirm that ATT surfaces do not impede perception of UMH stimulus properties, and thus that both may viably be combined in haptics applications.


Subject(s)
Touch Perception , Humans , Haptic Technology , Feedback , Ultrasonography , Sound
6.
IEEE Trans Haptics ; 16(4): 497-503, 2023.
Article in English | MEDLINE | ID: mdl-37093719

ABSTRACT

This paper presents and evaluates a set of mid-air ultrasound haptic strategies to provide 2-degree-of-freedom position and orientation guidance in Virtual Reality (VR). We devised four strategies for providing position guidance and two for providing orientation guidance. A human subject study evaluated the effectiveness of the proposed techniques in guiding users towards objectives in static and dynamic environments in VR, both in position and orientation. Results show that, compared to visual feedback of the virtual environment alone, the considered strategies significantly improve positioning performance in the static scenario. On the other hand, orientation guidance led to significant improvements only in the dynamic scenario.


Subject(s)
Touch Perception , Virtual Reality , Humans , Haptic Technology , Feedback, Sensory , Upper Extremity
7.
IEEE Trans Vis Comput Graph ; 28(11): 3715-3726, 2022 11.
Article in English | MEDLINE | ID: mdl-36048989

ABSTRACT

While user's perception and performance are predominantly examined independently in virtual reality, the Action-Specific Perception (ASP) theory postulates that the performance of an individual on a task modulates this individual's spatial and time perception pertinent to the task's components and procedures. This paper examines the association between performance and perception and the potential effects that tactile feedback modalities could generate. This paper reports a user study (N=24), in which participants performed a standardized Fitts's law target acquisition task by using three feedback modalities: visual, visuo-electrotactile, and visuo-vibrotactile. The users completed 3 Target Sizes × 2 Distances × 3 feedback modalities = 18 trials. The size perception, distance perception, and (movement) time perception were assessed at the end of each trial. Performance-wise, the results showed that electrotactile feedback facilitates a significantly better accuracy compared to vibrotactile and visual feedback, while vibrotactile provided the worst accuracy. Electrotactile and visual feedback enabled a comparable reaction time, while the vibrotactile offered a substantially slower reaction time than visual feedback. Although amongst feedback types the pattern of differences in perceptual aspects were comparable to performance differences, none of them was statistically significant. However, performance indeed modulated perception. Significant action-specific effects on spatial and time perception were detected. Changes in accuracy modulate both size perception and time perception, while changes in movement speed modulate distance perception. Also, the index of difficulty was found to modulate all three perceptual aspects. However, individual differences appear to affect the magnitude of action-specific effects. These outcomes highlighted the importance of haptic feedback on performance, and importantly the significance of action-specific effects on spatial and time perception in VR, which should be considered in future VR studies.


Subject(s)
Haptic Technology , Virtual Reality , Humans , Feedback , Computer Graphics , Perception
8.
IEEE Trans Haptics ; 15(3): 479-496, 2022.
Article in English | MEDLINE | ID: mdl-35816531

ABSTRACT

Haptic feedback is critical in a broad range of human-machine/computer-interaction applications. However, the high cost and low portability/wearability of haptic devices remain unresolved issues, severely limiting the adoption of this otherwise promising technology. Electrotactile interfaces have the advantage of being more portable and wearable due to their reduced actuators' size, as well as their lower power consumption and manufacturing cost. The applications of electrotactile feedback have been explored in human-computer interaction and human-machine-interaction for facilitating hand-based interactions in applications, such as prosthetics, virtual reality, robotic teleoperation, surface haptics, portable devices, and rehabilitation. This article presents a technological overview of electrotactile feedback, as well a systematic review and meta-analysis of its applications for hand-based interactions. We discuss the different electrotactile systems according to the type of application. We also discuss over a quantitative congregation of the findings, to offer a high-level overview into the state-of-art and suggest future directions. Electrotactile feedback systems showed increased portability/wearability, and they were successful in rendering and/or augmenting most tactile sensations, eliciting perceptual processes, and improving performance in many scenarios. However, knowledge gaps (e.g., embodiment), technical (e.g., recurrent calibration, electrodes' durability) and methodological (e.g., sample size) drawbacks were detected, which should be addressed in future studies.


Subject(s)
Arm , Touch Perception , Feedback , Hand , Humans , Touch
9.
IEEE Trans Vis Comput Graph ; 27(11): 4300-4310, 2021 11.
Article in English | MEDLINE | ID: mdl-34449383

ABSTRACT

Virtual steering techniques enable users to navigate in larger Virtual Environments (VEs) than the physical workspace available. Even though these techniques do not require physical movement of the users (e.g. using a joystick and the head orientation to steer towards a virtual direction), recent work observed that users might unintentionally move in the physical workspace while navigating, resulting in Unintended Positional Drift (UPD). This phenomenon can be a safety issue since users may unintentionally reach the physical boundaries of the workspace while using a steering technique. In this context, as a necessary first step to improve the design of navigation techniques minimizing the UPD, this paper aims at analyzing and modeling the UPD during a virtual navigation task. In particular, we characterize and analyze the UPD for a dataset containing the positions and orientations of eighteen users performing a virtual slalom task using virtual steering techniques. Participants wore a head-mounted display and had to follow three different sinusoidal-like trajectories (with low, medium and high curvature) using a torso-steering navigation technique. We analyzed the performed motions and proposed two UPD models: the first based on a linear regression analysis and the second based on a Gaussian Mixture Model (GMM) analysis. Then, we assessed both models through a simulation-based evaluation where we reproduced the same navigation task using virtual agents. Our results indicate the feasibility of using simulation-based evaluations to study UPD. The paper concludes with a discussion of potential applications of the results in order to gain a better understanding of UPD during steering and therefore improve the design of navigation techniques by compensating for UPD.


Subject(s)
User-Computer Interface , Virtual Reality , Computer Graphics , Computer Simulation , Humans , Movement
10.
IEEE Trans Haptics ; 14(3): 449-464, 2021.
Article in English | MEDLINE | ID: mdl-33621180

ABSTRACT

Encountered-Type Haptic Displays (ETHDs) provide haptic feedback by positioning a tangible surface for the user to encounter. This permits users to freely eliciting haptic feedback with a surface during a virtual simulation. ETHDs differ from most of current haptic devices which rely on an actuator always in contact with the user. This article intends to describe and analyze the different research efforts carried out in this field. In addition, this article analyzes ETHD literature concerning definitions, history, hardware, haptic perception processes involved, interactions and applications. The paper proposes a formal definition of ETHDs, a taxonomy for classifying hardware types, and an analysis of haptic feedback used in literature. Taken together the overview of this survey intends to encourage future work in the ETHD field.


Subject(s)
User-Computer Interface , Computer Simulation , Feedback , Humans
11.
IEEE Trans Vis Comput Graph ; 27(4): 2481-2487, 2021 Apr.
Article in English | MEDLINE | ID: mdl-33370239

ABSTRACT

We combine tracking information from a tangible object instrumented with capacitive sensors and an optical tracking system, to improve contact rendering when interacting with tangibles in VR. A human-subject study shows that combining capacitive sensing with optical tracking significantly improves the visuohaptic synchronization and immersion of the VR experience.

12.
IEEE Trans Vis Comput Graph ; 27(3): 2237-2243, 2021 Mar.
Article in English | MEDLINE | ID: mdl-31902763

ABSTRACT

In this article, we propose an approach towards an infinite surface haptic display. Our approach, named ENcountered-Type ROtating Prop Approach (ENTROPiA) is based on a cylindrical spinning prop attached to a robot's end-effector serving as an encountered-type haptic display (ETHD). This type of haptic display permits the users to have an unconstrained, free-hand contact with a surface being provided by a robotic device for the users' to encounter a surface to be touched. In our approach, the sensation of touching a virtual surface is given by an interaction technique that couples with the sliding movement of the prop under the users' finger by tracking their hand location and establishing a path to be explored. This approach enables large motion for a larger surface rendering, permits to render multi-textured haptic feedback, and leverages the ETHD approach introducing large motion and sliding/friction sensations. As a part of our contribution, a proof of concept was designed for illustrating our approach. A user study was conducted to assess the perception of our approach showing a significant performance for rendering the sensation of touching a large flat surface. Our approach could be used to render large haptic surfaces in applications such as rapid prototyping for automobile design.

13.
IEEE Trans Haptics ; 13(1): 167-174, 2020.
Article in English | MEDLINE | ID: mdl-31976907

ABSTRACT

Tangible objects are used in virtual reality (VR) and augmented reality (AR) to enhance haptic information on the general shape of virtual objects. However, they are often passive or unable to simulate rich varying mechanical properties. This article studies the effect of combining simple passive tangible objects and wearable haptics for improving the display of varying stiffness, friction, and shape sensations in these environments. By providing timely cutaneous stimuli through a wearable finger device, we can make an object feel softer or more slippery than it really is, and we can also create the illusion of encountering virtual bumps and holes. We evaluate the proposed approach carrying out three experiments with human subjects. Results confirm that we can increase the compliance of a tangible object by varying the pressure applied through a wearable device. We are also able to simulate the presence of bumps and holes by providing timely pressure and skin stretch sensations. Altering the friction of a tangible surface showed recognition rates above the chance level, albeit lower than those registered in the other experiments. Finally, we show the potential of our techniques in an immersive medical palpation use case in VR. These results pave the way for novel and promising haptic interactions in VR, better exploiting the multiple ways of providing simple, unobtrusive, and inexpensive haptic displays.


Subject(s)
Feedback, Sensory , Friction , Touch Perception , Virtual Reality , Wearable Electronic Devices , Adult , Biomechanical Phenomena , Equipment Design , Female , Humans , Male , Surface Properties , Young Adult
14.
IEEE Trans Haptics ; 13(1): 38-44, 2020.
Article in English | MEDLINE | ID: mdl-31902770

ABSTRACT

Mid-air haptic interfaces are promising tools for providing tactile feedback in Virtual Reality (VR) applications, as they do not require the user to be tethered to, hold, or wear any system or device. Currently, focused ultrasound phased arrays are the most mature solution for providing mid-air haptic feedback. They modulate the phase of an array of ultrasound emitters so as to generate focused points of oscillating high pressure, eliciting vibrotactile sensations when encountering a user's skin. While these arrays feature a reasonably large vertical workspace, they are not capable of displaying stimuli far beyond their horizontal limits, severely limiting their workspace in the lateral dimensions. In this paper, we propose an innovative low-cost solution for enlarging the workspace of focused ultrasound arrays. It features two degrees of freedom, rotating the array around the pan and tilt axes, thereby significantly increasing the usable workspace and enabling multi-directional feedback. Our hardware tests and human subject study in an ecological VR setting show a 14-fold increase in workspace volume, with focal point repositioning speeds over 0.85 m/s while delivering tactile feedback with positional accuracy below 18 mm. Finally, we propose a representative use case to exemplify the potential of our system for VR applications.


Subject(s)
Equipment Design , Feedback, Sensory , Touch Perception , Ultrasonic Waves , Virtual Reality , Adult , Female , Humans , Male , Physical Stimulation , Touch , Young Adult
15.
Med Phys ; 45(11): 4986-5003, 2018 Nov.
Article in English | MEDLINE | ID: mdl-30168159

ABSTRACT

PURPOSE: Compensation for respiratory motion is important during abdominal cancer treatments. In this work we report the results of the 2015 MICCAI Challenge on Liver Ultrasound Tracking and extend the 2D results to relate them to clinical relevance in form of reducing treatment margins and hence sparing healthy tissues, while maintaining full duty cycle. METHODS: We describe methodologies for estimating and temporally predicting respiratory liver motion from continuous ultrasound imaging, used during ultrasound-guided radiation therapy. Furthermore, we investigated the trade-off between tracking accuracy and runtime in combination with temporal prediction strategies and their impact on treatment margins. RESULTS: Based on 2D ultrasound sequences from 39 volunteers, a mean tracking accuracy of 0.9 mm was achieved when combining the results from the 4 challenge submissions (1.2 to 3.3 mm). The two submissions for the 3D sequences from 14 volunteers provided mean accuracies of 1.7 and 1.8 mm. In combination with temporal prediction, using the faster (41 vs 228 ms) but less accurate (1.4 vs 0.9 mm) tracking method resulted in substantially reduced treatment margins (70% vs 39%) in contrast to mid-ventilation margins, as it avoided non-linear temporal prediction by keeping the treatment system latency low (150 vs 400 ms). Acceleration of the best tracking method would improve the margin reduction to 75%. CONCLUSIONS: Liver motion estimation and prediction during free-breathing from 2D ultrasound images can substantially reduce the in-plane motion uncertainty and hence treatment margins. Employing an accurate tracking method while avoiding non-linear temporal prediction would be favorable. This approach has the potential to shorten treatment time compared to breath-hold and gated approaches, and increase treatment efficiency and safety.


Subject(s)
Algorithms , Imaging, Three-Dimensional/methods , Liver/diagnostic imaging , Liver/radiation effects , Radiotherapy, Image-Guided/methods , Adult , Healthy Volunteers , Humans , Ultrasonography , Young Adult
16.
IEEE Trans Haptics ; 11(4): 636-645, 2018.
Article in English | MEDLINE | ID: mdl-30004891

ABSTRACT

This paper studies the possibility to convey information using tactile stimulation on fingertips. We designed and evaluated three tactile alphabets which are rendered by stretching the skin of the index's fingertip: (1) a Morse-like alphabet, (2) a symbolic alphabet using two successive dashes, and (3) a display of Roman letters based on the Unistrokes alphabet. All three alphabets (26 letters each) were evaluated through a user study in terms of recognition rate, intuitiveness, and learnability. Participants were able to perceive and recognize the letters with very good results (80-97 percent recognition rates). Taken together, our results pave the way to novel kinds of communication using tactile modality.


Subject(s)
Fingers/physiology , Nonverbal Communication/physiology , Skin Physiological Phenomena , Touch Perception/physiology , User-Computer Interface , Adult , Female , Humans , Male , Young Adult
17.
IEEE Trans Vis Comput Graph ; 23(11): 2372-2377, 2017 11.
Article in English | MEDLINE | ID: mdl-28809699

ABSTRACT

Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects). We have conducted a psychophysical experiment with 12 participants. Our results show a surprising bias in perception between the two conditions. The virtual piston is on average perceived stiffer in the VR condition compared to the AR condition. For instance, when the piston had the same stiffness in AR and VR, participants would select the VR piston as the stiffer one in 60% of cases. This suggests a psychological effect as if objects in AR would feel "softer" than in pure VR. Taken together, our results open new perspectives on perception in AR versus VR, and pave the way to future studies aiming at characterizing potential perceptual biases.


Subject(s)
Computer Graphics , Psychophysics , Touch/physiology , Virtual Reality , Adult , Equipment Design , Female , Humans , Male , Young Adult
18.
Med Image Anal ; 35: 582-598, 2017 01.
Article in English | MEDLINE | ID: mdl-27689897

ABSTRACT

In this paper, we present a real-time approach that allows tracking deformable structures in 3D ultrasound sequences. Our method consists in obtaining the target displacements by combining robust dense motion estimation and mechanical model simulation. We perform evaluation of our method through simulated data, phantom data, and real-data. Results demonstrate that this novel approach has the advantage of providing correct motion estimation regarding different ultrasound shortcomings including speckle noise, large shadows and ultrasound gain variation. Furthermore, we show the good performance of our method with respect to state-of-the-art techniques by testing on the 3D databases provided by MICCAI CLUST'14 and CLUST'15 challenges.


Subject(s)
Imaging, Three-Dimensional/methods , Ultrasonography/methods , Algorithms , Computer Simulation , Databases, Factual , Phantoms, Imaging , Reproducibility of Results
19.
IEEE Trans Vis Comput Graph ; 21(4): 452-61, 2015 Apr.
Article in English | MEDLINE | ID: mdl-26357095

ABSTRACT

Interactive dexterous manipulation of virtual objects remains a complex challenge that requires both appropriate hand models and accurate physically-based simulation of interactions. In this paper, we propose an approach based on novel aggregate constraints for simulating dexterous grasping using soft fingers. Our approach aims at improving the computation of contact mechanics when many contact points are involved, by aggregating the multiple contact constraints into a minimal set of constraints. We also introduce a method for non-uniform pressure distribution over the contact surface, to adapt the response when touching sharp edges. We use the Coulomb-Contensou friction model to efficiently simulate tangential and torsional friction. We show through different use cases that our aggregate constraint formulation is well-suited for simulating interactively dexterous manipulation of virtual objects through soft fingers, and efficiently reduces the computation time of constraint solving.


Subject(s)
Computer Graphics , Fingers/physiology , Models, Biological , User-Computer Interface , Algorithms , Computer Simulation , Humans , Imaging, Three-Dimensional
20.
Int J Comput Assist Radiol Surg ; 10(12): 1973-83, 2015 Dec.
Article in English | MEDLINE | ID: mdl-26210941

ABSTRACT

PURPOSE: Automatic methods for preoperative trajectory planning of electrodes in deep brain stimulation are usually based on the search for a path that resolves a set of surgical constraints to propose an optimal trajectory. The relative importance of each surgical constraint is usually defined as weighting parameters that are empirically set beforehand. The objective of this paper is to analyze the use of these parameters thanks to a retrospective study of trajectories manually planned by neurosurgeons. For that purpose, we firstly retrieved weighting factors allowing to match neurosurgeons manually planned choice of trajectory on each retrospective case; secondly, we compared the results from two different hospitals to evaluate their similarity; and thirdly, we compared the trends to the weighting factors empirically set in most current approaches. METHODS: To retrieve the weighting factors best matching the neurosurgeons manual plannings, we proposed two approaches: one based on a stochastic sampling of the parameters and the other on an exhaustive search. In each case, we obtained a sample of combinations of weighting parameters with a measure of their quality, i.e., the similarity between the automatic trajectory they lead to and the one manually planned by the surgeon as a reference. Visual and statistical analyses were performed on the number of occurrences and on the rank means. RESULTS: We performed our study on 56 retrospective cases from two different hospitals. We could observe a trend of the occurrence of each weight on the number of occurrences. We also proved that each weight had a significant influence on the ranking. Additionally, we observed no influence of the medical center parameters, suggesting that the trends were comparable in both hospitals. Finally, the obtained trends were confronted to the usual weights chosen by the community, showing some common points but also some discrepancies. CONCLUSION: The results tend to show a predominance of the choice of a trajectory close to a standard direction. Secondly, the avoidance of the vessels or sulci seems to be sought in the surroundings of the standard position. The avoidance of the ventricles seems to be less predominant, but this could be due to the already reasonable distance between the standard direction and the ventricles. The similarity of results between two medical centers tends to show that it is not an exceptional practice. These results suggest that manual planning software may introduce a bias in the planning by proposing a standard position.


Subject(s)
Brain Diseases/surgery , Deep Brain Stimulation/methods , Electrodes, Implanted , Surgery, Computer-Assisted/methods , Humans , Image Interpretation, Computer-Assisted/methods , Magnetic Resonance Imaging , Neuronavigation/methods , Preoperative Period , Retrospective Studies , Software
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