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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design of Perceptualization Applications in Medicine</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jonas Forsslund, Eva-Lotta Sallnäs Pysander</string-name>
          <email>jofo02@kth.se, evalotta@kth.se</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Karl-Johan Lundin Palmerius</string-name>
          <email>karlu@itn.liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Norrköping Visualization and Interaction Studio, Linköping University</institution>
          ,
          <addr-line>601 74 Norrköping, Sweden, +46 11 36 33 26</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Comp. Science and Communication, Royal Institute of Technology</institution>
          ,
          <addr-line>100 44 Stockholm, Sweden, +46 8 790 60 00</addr-line>
        </aff>
      </contrib-group>
      <fpage>42</fpage>
      <lpage>47</lpage>
      <abstract>
        <p>We are in this position paper presenting the experiences we have from three medical application projects. A user centered design methodology have been applied in order to ground the design in requirements gathered from field studies of professional medical environments. Methods used have been interviews, user observations in the work context and cooperative evaluations of prototypes. With a particular focus on haptic (touch) feedback, we are exploring how novel medical applications can benefit from feedback to more senses than vision and how needs can be revealed and transformed into effective design.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;User centered design</kwd>
        <kwd>perceptualization</kwd>
        <kwd>haptics</kwd>
        <kwd>medical applications</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
In this position paper we will report on the application of
User Centered Design as a valuable method when
developing medical applications that aim at exploiting the
benefits of perceptualization techniques, i.e. visualization
extended to audio and haptic feedback. We propose that
grounding medical software design in user requirement
data gathered from field studies and prototype-based user
studies are an effective and efficient way of improving
complex medical procedures of today. This will be
discussed based on the following three cases:</p>
      <p>Case 1: Oral surgery simulator
Case 2: Liver surgery planning</p>
      <p>
        Case 3: Heart simulation
The radiologist and researcher Ratib [
        <xref ref-type="bibr" rid="ref22">23</xref>
        ] argues that ”It is
important to convey to device manufacturers that a wider
adoption of multi modality imaging techniques such as
PET/CT in clinical routine will be properly enhanced only
if the technology has an effect on the whole process of
patient management and not just on achieving higher
diagnostic accuracy” and that “an important step in the
process of patient management is the collegial discussion
between interpreting and referring physicians, surgeons,
and oncologists who review the images together to make an
LEAVE BLANK THE LAST 2.5 cm (1”) OF THE LEFT
COLUMN ON THE FIRST PAGE FOR THE
      </p>
      <p>
        COPYRIGHT NOTICE.
To understand and specify the context of use contextual
inquiry [4] is used which involves field studies with
observations of the intended users workplace and on-site
interviews to elicit user needs. Much emphasis is put on
understanding how the future users of the system carry out
their tasks today, and the field studies are rather designed
to get a broad description of the workspace than of
obtaining detailed requirements. In an ethnographic study
of multi-disciplinary medical team meetings, Kane et al.
[
        <xref ref-type="bibr" rid="ref12">13</xref>
        ] show the importance of the radiologist and pathologist
being able to point to specific areas in the medical
information (radiology images and pathology samples), as
it is an essential part when presenting their statements to
the other participants in an inter-disciplinary meeting. This
kind of information is fundamental to consider in a design
process in order to develop a system with good validity. In
our studies annotations are made of video recordings and
audio recordings of interviews. The results of the analysis
of the data gathered in field studies together with
concurrent technical feasibility studies informs the
requirements and design recommendations. These
recommendations are in turn used as a basis for
implementation of lo-fi or hi-fi prototypes. The primary
evaluation methods used are cooperative evaluation and
observations of groups of collaborating users. Cooperative
evaluation is a method where the user is given a task to
solve with the prototype, and the user and the evaluator is
allowed to discuss the interface during the session. The
user is also encouraged to “think aloud” [
        <xref ref-type="bibr" rid="ref19">20</xref>
        ]. A rather new
approach to “think aloud” is evaluating users that
collaboratively solve tasks which allows the researcher to
observe the complex and often more realistic use of a
system [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ]. The users discuss the task with each other
while using the system and that result in a more natural
kind of “think aloud” data that most probably does not add
as much to the cognitive load of the users as traditional
“think aloud”. The analysis of the dialogue provides
information about problems in the design of the system.
This method also reveals how well the system supports
social interaction.
      </p>
      <p>
        Perceptualization
Perceptualization is an emerging research field that
expands visualization to utilizing several senses such as
hearing and touch. Just as the purpose of visualization is
mainly insight, and not necessarily realism, the purpose of
perceptual-ization is insight and to afford exploration of
data in an effective and efficient way. The research
presented here aims at exploring how advanced interaction
devices can support medical professionals analytical work
by providing feedback to more senses than vision.
One example is making it easier to analyse the images from
ultrasound-based diagnostic medical imaging. Already
today colours in Doppler echocardiography represent
information such as the direction and velocity of blood
flow. Researchers have however shown that temporally
distributed events such as velocity and direction are easier
to perceive kinesthetically (touch modality) than by vision
and even better by hearing the information [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ]. In a
perceptual perspective colour coding is might not an
optimal way of representing that kind of information.
The most spread use of haptic feedback systems in medical
applications are simulators for training surgical procedures
and robot assisted surgery [
        <xref ref-type="bibr" rid="ref20">21</xref>
        ]. Haptic sensing is defined
as “The use of touch in combination with motor behaviours
to identify objects” [2]. With a haptic feedback system it is
possible to feel the shape, weight, texture, friction and
stiffness of an object and for example collisions between
objects. In collaborative virtual environments it is also
possible for each user to feel the other’s persons pulling
and pushing forces on shared objects or the other persons
cursor.
      </p>
      <p>
        Our sense of touch and kinaesthetics is capable of
supplying large amounts of intuitive information about the
location, structure, stiffness and other material properties of
objects. Providing feedback to more human senses in
interfaces makes it possible for humans to access more of
their brain capacity [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ] or more popularly stated, it
increases their cognitive bandwidth. It has been shown [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ]
that the integration of senses in multimodal environments is
done implicitly in the perceptual system by statistically
optimal integration. This means that the addition of touch is
of increasing importance with decreasing quality of the
visual impression. While some applications may see only
marginal improvement in user performance and
understanding others may depend entirely on the successful
integration of the haptic modality. Also, with the increasing
size, detail and complexity of data presented in volume
visualization environments it is of increasing interest to
augment the visual impression with information obtained
via other complementary sensory channels. Thus, the
integration of haptics with volume visualization has
potential to significantly increase the speed and accuracy of
volumetric data exploration as well as improved
interactivity.
      </p>
      <p>
        It has also been shown that the design of the haptic
feedback is of utmost importance. Choosing the wrong
haptic representation of a feature in data may result in poor
understanding or even misinterpretation of the features at
hand [
        <xref ref-type="bibr" rid="ref21">22</xref>
        ]. This further stresses the importance of user
centered design in the application development.
      </p>
      <p>
        Surgical simulation
Simulation of surgical procedures is a popular and
important application of perceptualization technology such
as haptic feedback. The goal with a simulator is usually
high realism that makes the person using it feel that it is a
real patient or object she is handling. Meijden and Schijven
[
        <xref ref-type="bibr" rid="ref17">18</xref>
        ] review a number of studies with VR-simulators and
results indicate that haptic feedback is especially useful
when it comes to achieving psychomotor skills. Haptic
feedback has been implemented in applications for surgery
simulation, bone drilling and virtual prototyping [
        <xref ref-type="bibr" rid="ref20">3, 21</xref>
        ].
Simulation-based training of laparascopic procedure has
proved to improve the performance of novice surgeons as
well as ensure they reach required skill level prior to
practice in real operations [
        <xref ref-type="bibr" rid="ref1 ref16">1, 17</xref>
        ]. The conventional
apprentice-based training of surgery is being challenged,
since supervised practice in operating theaters are
expensive and occupies teachers for long time. In 2009
United Kingdom implemented the European Working Time
Directive to limit surgeons working hours to 48 per week.
This have led to complaints by the president of Royal
College of Surgeons who argue that trainees do not gain
enough experince anymore [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ].
      </p>
      <p>
        In the field of medical simulation for training a distinction
can be drawn between scenario mannequins and task
trainers. The scenario mannequins often consist of a full
scale human mannequin with some simulated behavior and
it is often remotely controlled by a technician that can
suddenly invoke a heart stop or something similar. The
scenario is prepared in beforehand by the teacher and
technician and the purpose is often to teach team skills in
critical situations. The task trainers, on the other hand,
often simulate a specific procedure or are designed to
improve the student’s fine motor skills. Many of the
laparoscopy trainers are of this type. According to Johnson
[
        <xref ref-type="bibr" rid="ref11">12</xref>
        ] this type of simulators builds “on an understanding of
medical practice as being made up of constellations of
discrete skills that can be learned separately and out of
context, and then put together in the examination or
operating room to create a complete medical procedure”.
That implicit knowledge or situation-based experience is
important, is also argued by Giles when he states that the
simulators (task trainers) only cover a small part of the
surgical curriculum, even though he acknowledge their
value and fit for purpose [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ].
      </p>
      <p>CASE 1: ORAL SURGERY SIMULATOR
The first case in this paper concerns a surgery simulator for
teaching. The purpose of this project is to allow for dental
students to practice surgical extraction of wisdom teeth in a
risk-free virtual environment together with a supervising
teacher.
Design process
To form a mental model of what was possible to implement
within reasonable time, a technical feasibility study was
conducted in advance. Previous work, such as a temporal
bone surgery simulator [3] shows that haptic feedback
enabled virtual reality based simulations can well be used
for training of bone drilling tasks. To find out what is the
most important aspects of the procedure that is new to the
students, a contextual inquiry method was applied that
involved observations, interviews and experimentation.
These studies revealed some of the tacit knowledge the
surgeons depend on such as haptic perception of different
tooth and bone material.</p>
      <p>
        Application
The oral surgery simulator consists of a physical and visual
model and provides haptic and audio feedback. The
monitor is aligned in a way such that the user looks with
stereoscopic shutter glasses through a mirror that makes the
visual and virtual haptic model co-located and that allows
the user to feel the model where she sees it (figure 1). In
the image, a ray-cased based volume rendering of bone and
teeth are projected within an artificial 3D face model. The
purpose of the face model is to limit the view as is the case
in real life. A physical head model (mannequin) is also
used where the haptic device is located to limit the physical
work space of the haptic device and to give the correct
hand support. With the haptic feedback device, the user can
feel the shape of the teeth and resistance and vibrations
while drilling with differences depending on material such
as bone, enamel and dentin. A segmentation map of the
volume also keeps track of where the user should and
should not drill, and which parts can be removed with the
tools (drill and elevator). A state-machine progress the user
through the procedure. These features are all designed
based on data from field studies [
        <xref ref-type="bibr" rid="ref6">7</xref>
        ].
      </p>
      <p>
        Results
The work has resulted in an open architecture and open
source software, as well as a particular simulation model
for training of surgical extraction of wisdom teeth. Results
from cooperative evaluation sessions showed important
design considerations such as shading and coloring of the
teeth, physical hand support and positioning of dental
instruments. Shading is an important clue for seeing texture
and depth in the rendering [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ].
      </p>
      <p>
        In an independent course intervention study of the oral
surgery simulator conducted by Karolinska Institutet in
Huddinge, 73% of the 60 course participants very much
agreed on that this simulator training should be a
permanent part of the course [
        <xref ref-type="bibr" rid="ref23">24</xref>
        ].
      </p>
      <p>Preliminary results from the latest evaluation suggest that
the best benefit from the simulator is the opportunity for
the teacher and student to discuss the procedure freely
while performing it repeatedly. The simulator is used as a
mediating artefact that makes it easier for the teacher and
the students to contextualize theory, makes instructions
more concrete and makes it possible to teach tacit
knowledge like what forces to apply, drilling angles and
depth etc.</p>
      <p>CASE 2: LIVER SURGERY PLANNING
Our second case is a visualization tool for supporting
decision-making. In the liver surgery planning project, the
objective is to explore multi modal technologies for
enhancing communication in medical multidisciplinary
team meetings concerning patient specific liver surgery
planning.</p>
      <p>
        Design process
In these multidisciplinary team meetings, a patient case is
introduced by a surgeon and discussed while a radiologist
presents radiological diagnosis along with the patients'
medical images as shown in figure 2 [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ]. The images are
mostly contrast-enhanced computed tomography (CT) but
also magnetic resonance imaging (MRI) and ultrasound
images are displayed. Although they occasionally display
pre-computed (non-interactive) 3D volume renderings,
gray-scale 2D slices are the standard way of presenting.
An understanding of the context of use has been obtained
by observation analysis of video recordings of real
meetings. The radiologists use their standard workstation
for this demonstration, but utilize scrolling and pointing
with the mouse cursor to indicate regions of interest. The
discussion is often related to the location and dimension of
one or several tumors in relation to blood vessels and other
organs. The surgical audience has to mentally reconstruct
the region of interest in the 2D images to the 3D anatomy,
which can be challenging. When the radiologist is absent,
as when a surgeon is revisiting the case report before a
surgery, the surgeon has to depend on their ability to
perceptually link the verbal descriptions in the reports even
though some markings in the images exist. For this reason,
have our research group proposed an interactive radiology
report system where verbal statements can be directly
linked to image annotations [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ].
      </p>
      <p>Furthermore, our observations showed a need for improved
visualization and for new ways for the audience to interact
with the data to enhance communication between
radiologists, surgeons and other specialists. In one case, a
surgeon uttered "oh, is it that big?" referring to a tumor,
half-way through the discussion, although the radiologist
had shown images and attempt to state the size prior to the
discussion. Gestures were also made in the air by the
surgeons in the audience that indicates a need to point at
specific parts of the patient images, to get the radiologist to
show more of some specific data or zoom in on details or to
show where the surgeon planned to cut in order to take out
the tumor. These pointing behaviors were however very
imprecise as the surgeons did not have access to any other
means of interaction than gesturing with their hands.
Application
To allow for a richer visualization while leaving the
radiologist with a familiar interface we developed a
software solution that combined visualization of 2D slices
of a Computed Tomography volume, with a stereographic
visual and haptic rendering of iso-surfaces of the same
volume (figure 3). With a haptic feedback device, the
surgeon is able to feel the size and shape of a
presegmented tumor, and distances to contrast-enhanced
tissues. The two views are linked in such a way that the
radiologist can scroll the stack of slices and point with the
mouse cursor, which is shown simultaneous in the 3D view
along with the position of the current slice. The position of
the haptic device proxy is also displayed in the 3D view.
The purpose of the haptic rendering in this case is not to
simulate the feeling of performing surgery, but rather as an
additional perceptual channel to explore the dataset. In the
prototype, a binary classification based on the attenuation
level in the images is used, and all voxels (after filtering)
above a threshold are perceived as hard material.
To support several haptic feedback devices, a custom
network haptic device proxy has been implemented, where
each haptic device is controlled by a dedicated computer
sending position and receiving calculated force over a local
network with a measured ~800 Hz update rate.</p>
      <p>Evaluations of the system with expert users are currently
performed and it is too early to report on results from
those. Suggested future work is to evaluate the concept in
the natural setting, the medical multidisciplinary team
meetings concerning patient specific liver surgery
planning, as well as improving the feasibility of multiple
haptic devices.</p>
      <p>CASE 3: HEART SIMULATION
In the third project the added value is investigated of
including multi modal feedback in a simulation of a human
heart that is based on ultra sound data with the purpose to
support experts that perform physiological examinations. In
this recently started project the requirements are currently
gathered for the design of a future simulation-based
diagnostic tool for clinical physicians.</p>
      <p>Design process
Based on a finite element method simulation of blood
pressure and velocity inside a geometrical model of left
ventricle of a human heart, derived from a arbitrary patient,
the goal is to be able to predict heart dysfunction of a
specific patient given certain attributes as input to the
simulation. Both the parameter input and the resulting
simulation should be perceptualized to allow a trained
physician to draw quantitative as well as qualitative
conclusions regarding a patient’s health .</p>
      <p>It is too early to report on results from evaluations of the
system. However, findings regarding the context of the
clinical physician’s workplace show conspicuous
differences between dedicated machines and workstations.
The ultrasound machines used (GE Vivid 7 Dimension)
provides sonification of ultrasound data that might assist in
detecting abnormal heart rhythms. The machine also
provides an interface with physical knobs, sliders and
buttons. However, for post-processing and analysis, the
physicians use a conventional keyboard-mouse
workstation, even if the software comes from the same
vendor.</p>
      <p>The interface differences motivate further investigation,
especially regarding useful sonification and tangible
interface properties. Interpretation of ultrasound data is a
complex practice that involves both quantitative
estimations and qualitative conclusion generation. We are
currently exploring the technical feasibility of
perceptualizing both visually and haptically the geometrical
deformation of the simulation as well as simulated blood
flow.</p>
      <p>DISCUSSION
While all three of the presented cases in this paper are
related to surgery and uses similar technology, only the oral
surgery simulator is focused on training. In the heart
project, the application data comes from a simulation but
the application itself should not be considered a simulation
since the data is pre-computed. It is important to
distinguish between a data-altering simulation and a
precomputed simulation based perceptualization where the
goal is to perceive the data that has been generated as a
result from a simulation.</p>
      <p>
        The simulator we have developed for training surgical
extraction of wisdom teeth is primarily a skill trainer, but in
our studies of how the teacher supervising students uses the
simulator results indicate that the learning it supports
depend a lot on the communication between the student
and the teacher that is mediated by the simulator. This is in
accordance with the theories of Johnson regarding what she
calls reconstitution to “create medical practice out of
simulator practice” [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ]. That is, during the simulation the
participants, a student and a teacher, help each other to
mentally create a patient out of the simulated patient and to
make a surgeon of the student including the embodied
knowledge that is needed (the way the student is positioned
etc). Johnson mentions a situation with a laparoscopy
simulator where the teacher explains the relative position of
the instruments by pointing to his own leg. The same job
could be achieved by using a mannequin leg but that would
be more expensive and the point is that the teacher’s
gestures were sufficient. Also known as suspension of
disbelief, this is a requirement for users to accept the
simulated artefact as real enough for the purpose, in this
case learning a surgical procedure.
      </p>
      <p>The transition of focus from the simulator working as a
stand-alone surgical trainer to primarily being an artefact
that mediates and enhances the discussion between the
student and the teacher suggests the need for additional
alternative design solutions. Future research will include
functionality that specifically support the dialogue between
the teacher and student such as non-realistic rendering of
the tooth and jawbone. Future evaluations will focus on
how knowledge gained from training on such simulation
would transfer to skills performed in the operating room.
When the focus is on supporting communication the whole
design process shifts towards designing for mediation of
dialogue and then designing specific functionality for
mediated communication becomes important. Making that
focus shift is rather novel in the area of simulation and
perceptualization but is inevitable when applying a user
centered approach today as most systems are used by
groups of people as well as by individuals.</p>
      <p>
        CONCLUSIONS
We have demonstrated the potential of applying user
centered design methods to design and engineering of
medical applications that strive to exploit the benefits of
perceptualization, with a particular focus on haptic
feedback. By following the proposed method, engineers
could arguably design innovative systems that have larger
impact on real work. In a recent issue of Communications
of the ACM, the future of haptic feedback is discussed with
the underline “After more than 20 years of research and
development, are haptic interfaces finally getting ready to
enter the computing mainstream?” [
        <xref ref-type="bibr" rid="ref24">25</xref>
        ]. Several haptic
scholars are interviewed and the speculation is that haptics
might take the same path as touch screens, that has existed
for a long time but suddenly - with the iPhone - took off as
a mainstream technology. Professor Colgate states the
requirements for such to happen: “The technology has to
be sufficiently mature and robust, there has to be an active
marketplace that creates competition and drives down
costs, and it has to meet a real need.” [
        <xref ref-type="bibr" rid="ref24">25</xref>
        ]. We hope this
paper has contributed with examples of how a user
centered design process can support system designers in
finding the required real needs of the professional users in
the medical domain.
      </p>
      <p>ACKNOWLEDGMENTS
We thank colleagues at the Royal Institute of Technology
for their contributions to the work presented in this paper.
We also thank the radiologists and surgeons at the
Karolinska Institute that have given us important insight
into their work practice as well as feedback on our system
design. This work has been funded by the KTH Innovation,
Swedish Governmental Agency for Innovation Systems
and the School of Computer Science and Communication.</p>
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