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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Prototype to Enhance Workflow in Pre-Surgical Evaluations of Epilepsy Patients</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Brody Wells</string-name>
          <email>brody.wells@ucalgary.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nanjia Wang</string-name>
          <email>nanjia.wang1@ucalgary.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank Maurer</string-name>
          <email>frank.maurer@ucalgary.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Serious Extended Reality, Cross Reality, Mixed Reality, Visualization, Visualization Techniques,</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Calgary</institution>
          ,
          <addr-line>2500 University Dr NW, Calgary AB</addr-line>
          ,
          <country country="CA">Canada</country>
          ,
          <addr-line>T2N 1N4</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Epilepsy is a neurological disorder that afects individuals worldwide. Accurate identification of seizure origination regions in the brain, primarily through diagnostic tools like intracranial Electroencephalograms (iEEG) and Magnetic Resonance Imaging (MRI) is crucial for successful surgical interventions. Current diagnostic interpretation methods pose challenges, especially in conceptualizing 4-dimensional information on a 2-dimensional screen. This research explores the potential of Cross Reality (CR) technology to enhance workflow in pre-surgical evaluations of epilepsy patients. Our objectives include assessing the potential of CR technology in addressing interpretation challenges, exploring its cognitive benefits over traditional tools, understanding design considerations for clinical CR systems, and laying groundwork for future CR integration in medical diagnostics. We aim to create a visualization system that integrates a traditional computer monitor-based system that displays iEEG and MRI with Mixed Reality (MR) features, allowing pre-surgical evaluations workflow to be enhanced with the advantage brought by immersive technologies while allowing doctors to preserve the benefits of traditional visualization tools they are familiar with. This research intends to bridge gaps in literature, providing insights into the integration of CR in neurology workflows.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>challenges.</p>
      <p>
        LGOBE
(F. Maurer)
Epilepsy accounts for 0.5% of the world’s disease burden and afects individuals irrespective of
gender or ethnicity [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Surgical intervention remains a critical option when other treatments
fail. Success of surgery hinges on the neurologist’s proficiency in accurately identifying the
brain regions where seizures originate [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This identification process is primarily based on
diagnostic data, such as intracranial Electroencephalograms (iEEG) and Magnetic Resonance
Imaging (MRI). However, the current tools and methods employed to interpret this data present
Research Objectives: The goal of this research is to explore and evaluate the potential of
Cross Reality (CR) technology in enhancing clinical workflow in pre-surgical evaluations of
epilepsy patients. Specifically, we aim to:
1. Gain feedback on the eficacy of CR technology in addressing the challenges posed by
traditional diagnostic interpretation methods.
2. Determine potential cognitive benefits of using CR over a traditional system utilizing 2D
screens with mouse and keyboard, particularly in reducing cognitive load and improving
data conceptualization.
3. Investigate design and user experience factors associated with CR systems in a clinical
setting.
4. Establish a foundation for future research on the integration of CR technology in medical
diagnostics and treatment planning.
      </p>
    </sec>
    <sec id="sec-3">
      <title>2. Background</title>
      <sec id="sec-3-1">
        <title>2.1. Milgram’s Reality-Virtuality Continuum</title>
        <p>
          Milgram et al. put forth the concept of the Reality-Virtuality Continuum (RVC), suggesting that
the real environment, Augmented Reality (AR), Augmented Virtuality (AV), and Virtual Reality
(VR) are not discrete concepts, but rather exist on a continuum of mixed realities [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The
ideas in this paper focus on CR, which are technologies that allow users to transition between
diferent points on the RVC or interact with multiple systems along the RVC concurrently [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>2.2. Medical Imaging</title>
        <p>
          Neurologists analyze various forms of medical data when performing pre-surgical evaluations
on epileptic patients, of which MRIs and EEGs are among the most useful [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. MRIs are used
to generate 3D images of anatomical structures in the human body and are well suited for
capturing soft tissue structures such as the brain [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Regarding the use of EEG data, this study
will concentrate on stereo Electroencephalography (sEEG), a specific type of iEEG that employs
minimally invasive depth electrodes implanted intracranial to record brain electrical activity.
Neurologists must match the temporal data of the sEEG with the spatial MRI data to pinpoint
the origins of seizure spread inside the patient’s brain [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. At present, neurologists rely on
traditional desktop monitors to analyze diagnostic medical data [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. The challenge is the need to
conceptualize 4-dimensions of information (3 spatial dimensions of the MRI plus the temporal
sEEG data), on a 2-dimensional (2D) screen. This traditional setup demands significant cognitive
efort [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Related Work</title>
      <sec id="sec-4-1">
        <title>3.1. Benefits of Virtual Reality Systems</title>
        <p>
          Aminolroaya, using their RealityFlow prototype, showed that a benefit of VR is its ability to
reduce the cognitive burden for neurologists when trying to conceptualize higher-dimensional
information from 2D MRI and iEEG data. The study also found that participants got a better
overall picture of where the electrodes were placed and where the seizures were starting
and spreading [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Neurologists utilize Visual Spatial Abilities (VSA), among other cognitive
functions, to conceptualize patient anatomy from the 2D medical images. A scoping review
found VSA has a correlation with the surgical success in simulated environments, although the
results were mostly studied in novice learners and medical trainees [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          RealityFlow also used interactive visualizations, where the user could rotate, transform, and
slice through the 3D medical models [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Riegler et al. refer to interactive visualizations as an
“assistance systems” helping to decrease cognitive load and enhance cognition [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          The VR environment of RealityFlow also benefited from a scalable workspace. The large
space allowed small multiples to be integrated into the system, aiding in the visualization of
seizure data. Small multiples map time to space [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], in contrast to animations that map time to
time [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], and therefore are best used when limited space is not a concern.
        </p>
        <p>Other VR systems have found success in presurgical planning of epilepsy patients and are
evidence of the benefits. Phan et al. demonstrated successful use of VR visualization with
their Surgical Theater system. In one patient case, the VR models generated from patient data
were used by neurologists to both better interpret sEEG findings and also educate patient and
family members about proposed surgery. The VR models were also used by the neurosurgeon
to delineate areas of focus [12].</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Limitations of Virtual Reality Systems</title>
        <p>VR is not without its limitations, with issues such as reduced readability, limited precision in
movements, and worse depth perception than AR [13]. These limitations often make certain
tasks more efectively handled on conventional desktop monitors.</p>
        <p>
          Aminolroaya’s study found evidence it would be dificult to switch between using their
conventional desktop monitor and working with RealityFlows VR environment [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Some tasks,
especially those requiring high accuracy, are still best done using tools such as a mouse and
keyboard [14].
        </p>
        <p>Wang et al. found similar feedback regarding VR limitations during their pilot study using
CR in cardiac surgery planning. Participants felt that an immersive VR system would never
replace the traditional clinical workflow using a conventional desktop monitor [ 13].</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. Cross Reality Potentials</title>
        <p>
          Benko et al. demonstrated the potential for a CR system to harness benefits from multiple
points along the RVC, by using a ”pull” gesture to transition objects on a 2D touchscreen into
a 3D MR environment [15]. Riegler et al. showed how diferent points on the RVC can ofer
diferent advantages such as the high readability of 2D screens or the stereoscopic presentation
of AR and VR [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. One challenge for CR system design is creating transitions along the RVC
that don’t negatively impact usability. Feld et al. found that fast and eficient transitions were
preferred when cognitive tasks needed to be performed [16].
        </p>
        <p>The ability to transition from the real environment to AR or VR gives CR systems the benefit
of scalable workspaces, which introduces specific design space considerations. Reipschlager
et al. discussed considerations with large interactive AR systems noting that managing data
density and complexity along with perceptual issues must be carefully thought through [17].
Shupp et al. showed curved AR screens keep data along the user’s periphery, within their
perception, and can aid in accomplishing certain tasks in AR [18]. Reipschlager noted that when
number of visuals is small a flat layout is best no matter what the user’s preference is [ 17].</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Contrasting Our Work</title>
      <p>Our primary objective is to investigate the potential of CR systems in enhancing neurologists’
workflow. While the literature has highlighted the benefits and challenges of systems that
adhere to a single point on the RVC, our research aims to bridge this gap. We’re prototyping a
system that doesn’t replace traditional methods, but will attempt to integrate them with MR
tools. By allowing neurologists to transition between modalities, we are addressing a crucial
limitation identified in previous studies. We hope valuable feedback and observations will be
gained to expand on the overall literature.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Requirements Elicitation</title>
      <p>An initial elicitation interview was conducted with neurologists with experience conducting
pre-surgical evaluations of epilepsy patients. Open ended questions were asked of the experts
to gather information on key points. From this we developed an initial set of requirements for
the prototype.</p>
      <p>1. An augmented brain model constructed from a patient’s MRI data, that can be interacted
with in MR and linked to views on the traditional software.
2. A semi-transparent model can be used to view and select electrodes, which will either
update slicing location of their 2D MRI software or the slicing location of a second,
higher-definition augmented brain model.
3. Intuitive interaction methods, ideally using hand gestures to move, rotate, resize the
augmented model and also to select individual electrodes.</p>
    </sec>
    <sec id="sec-7">
      <title>6. Prototype Design</title>
      <p>We developed an early-stage prototype that can be shown to neurologists to gain further
feedback. Allowing neurologists to test the prototype based on their initial elicitation requirements
will enable further, more refined feedback and could prompt changes in how they envision CR
technologies being integrated into their workflow.</p>
      <sec id="sec-7-1">
        <title>6.1. Technologies Used</title>
        <p>The application for the prototype was created using Unity (2022.3 LTS)1. Two separate unity
applications were created, one which controlled all features relating to the MR environment,
and the other application simulated desktop MRI software. These two applications were linked
over a network using Unity Netcode2, allowing for CR interactions where changes made to the
MR models would afect the views displayed on the desktop software. (See Figure 2.)</p>
        <p>To allow the users to both interact with augmented models in MR space and also view and
use their desktop software, we chose to use the Varjo XR3 3 HMD. The Varjo XR3 HMD provides
12-megapixel video pass-through, 115 degrees field of view, and 70 pixels per degree (The
highest ppd of devices currently on the market).</p>
        <p>We added hand tracking and gesture recognition using UltraLeaps4 hand tracking package
for Unity. This allowed the prototype to be used without the aid of any controllers.</p>
        <p>The 3D brain models were generated using VolumeViewerPro 5, a Unity asset that can convert
NIfTI formatted MRI files to 3D objects using volumetric ray tracing.</p>
      </sec>
      <sec id="sec-7-2">
        <title>6.2. Simulated Desktop Software</title>
        <p>An application was created to simulate software for viewing MRI and EEG data. The application
consisted of three orthogonal views (axial, coronal, and sagittal) positioned along the top of the
user’s screen. The three views would be replaced by one central view if the user was using the
”electrode selector” feature (refer to features section). Along the bottom of the screen were two
mock electrode strips which would be highlighted green to indicate which of the two electrodes
in our model was selected.
1https://unity.com/
2https://unity.com/products/netcode
3https://varjo.com/products/varjo-xr-3/
4https://www.ultraleap.com/tracking/
5https://liscintec.com/shaders/</p>
      </sec>
      <sec id="sec-7-3">
        <title>6.3. Features</title>
        <p>A menu was anchored to the user’s palm to control the CR features (See Figure 3). Users
can adjust the positions of the axial, coronal, and sagittal views, or anchor the planar view
to a selected electrode, allowing them to rotate the plane relative to that electrode (electrode
positions were simulated via pre-placed unity objects in the 3D brain model). Changes made
in MR would be reflected in the views shown on the conventional desktop monitor. There is
also ”culling cube” users could move freely to slice into the MR brain from any angle. The users
could change the size, transparency, contrast, and brightness of the 3D brain model to suit their
task needs.</p>
      </sec>
      <sec id="sec-7-4">
        <title>6.4. Hand Interactions</title>
        <p>All interactions in the CR prototype were accomplished without controllers, by using hand
interactions. There were three gestures the users could perform: a grab, pinch, or a point (See
Figure 4).</p>
        <p>Grabbing was used to interact with the 3D brain model and culling cube. When the user
grabs one of these objects they can freely move it around in MR as the object tracks the position
and rotation of their fist.</p>
        <p>Pinching was used to interact with any of the slicing planes. If the user performed a pinch
near a plane, the plane would continue to track its location to the user’s index finger until they
release the pinch.</p>
        <p>Pointing was used for interacting with the control menu buttons and sliders, as well as for
selecting electrodes in the 3D brain model. The user could select electrodes in the brain model
by pointing at the desired electrode. On the control menu a user could press a button with their
ifngertip, or move a slider by depressing it with their finger then sliding it left or right.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>7. Discussion and Future Work</title>
      <p>The suite of software currently used by neurologists has evolved over decades, with specialists
becoming proficient with traditional interfaces. CR may enable neurologists to use innovative
interaction and data analysis methods ofered by MR, while retaining familiar software tools.
This hybrid model has potential to enhance the neurologists’ workflow without disrupting their
established practices.</p>
      <p>A complete CR system requires direct integration with existing neurology software, which
presents many hurdles. Additionally, precise localization of electrodes and medically accurate
visualization of anatomy will pose their own challenges. Our prototype manually placed 3D
objects on a brain model to represent these locations, but an ideal system would automatically
detect these positions from MRI data.</p>
      <p>To evaluate our prototype CR system we will conduct demonstration sessions with
neurologists. These sessions will involve a detailed demonstration of the prototype’s functionality,
followed by a hands-on testing period where neurologists can interact with and explore the
tool’s features. Feedback will be collected through open-ended discussions to guide the
refinement of our prototype, ensuring it aligns closely with the neurologists’ needs and workflow
requirements. The insights gained will direct future enhancements and iterations of the system.
[12] T. N. Phan, K. J. Prakash, R.-J. S. Elliott, A. Pasupuleti, W. D. Gaillard, R. F. Keating, C. O.</p>
      <p>Oluigbo, Virtual reality–based 3-dimensional localization of stereotactic eeg (seeg) depth
electrodes and related brain anatomy in pediatric epilepsy surgery, Child’s nervous system
38 (2022) 537–546.
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Object Transitions, in: 2022 IEEE International Symposium on Mixed and Augmented
Reality Adjunct (ISMAR-Adjunct), IEEE, Singapore, Singapore, 2022, pp. 171–174. URL:
https://ieeexplore.ieee.org/document/9974379/. doi:10.1109/ISMAR-Adjunct57072.2022.
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Journal of Human-Computer Studies 163 (2022) 102820. URL: https://linkinghub.elsevier.
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