Date and time:
15 October 2025 at 15:30 pm
Place:
Sano Centre for Computational Medicine
room 112 in CE building, entrance C5
Czarnowiejska 36, Kraków
Maximum number of participants: 10
Duration: Nh
Przemysław Korzeniowki1,Kuba Chrobociński1,2, and Michał Motak1
1Sano Centre for Computational Medicine, Czarnowiejska 36, 30-054 Kraków, Poland
2Division of Clinical Medicine, School of Medicine & Population Health, University of Sheffield, S1 2TN, Sheffield, United Kingdom
p.korzeniowski@sanoscience.org, k.chrobocinski@sanoscience.org, m.motak@sanoscience.org
Keywords: Virtual Reality, Medical Imaging, Visualisation, Data Interaction
1. Introduction
While Virtual and Augmented Reality (VR/AR) are widely recognised for their entertainment applications, their utility is rapidly expanding across diverse industries. Beyond popular uses in gaming, flight, and driving simulators, these technologies offer safe and cost-effective platforms for skill development and gaining practical insights. Immersive simulations, in particular, mitigate the risks and expenses associated with traditional training methods.
The medical field stands out as a particularly promising area for VR. Its applications range from psychology and surgery to comprehensive training programs. These demonstrate not only cost-effectiveness but also the ability to introduce novel elements that significantly enhance user perception and engagement.
2. Description of the tutorial
The tutorial will introduce basic concepts used for the development of interactive environments in Unity Game Engine for medical applications. DICOM images import and interaction are going to be presented. Example Virtual Reality environments will be explored, and their strong sides and limitations are going to be discussed. Surgical training simulators leveraging haptic devices will be presented.
3. Knowledge and skills to be gained
Basic Unity Game Engine concepts
Challenges associated with Virtual Reality for medical imaging
Setting up a simple visualisation of a 3D image in VR using Unity Game Engine
Usage of Surgical Simulators with Haptic Feedback
Acknowledgements: This work is supported by the European Union’s Horizon 2020 research and innovation program under grant agreement no. 857533 (Sano) and the International Research Agendas program of the Foundation for Polish Science, co-financed by the European Union under the European Regional Development Fund.
References:
- P. Korzeniowski, S. Płotka, R. Brawura-Biskupski-Samaha and A. Sitek, "Virtual Reality Simulator for Fetoscopic Spina Bifida Repair Surgery," 2022 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), Kyoto, Japan, 2022, pp. 401-406, doi: 10.1109/IROS47612.2022.9981920. keywords: {Training;Pregnancy;Solid modeling;Spinal cord;Computational modeling;Spine;Surgery},
- A. D. Kaplan, J. Cruit, M. Endsley, S. M. Beers, B. D. Sawyer, and P. A. Hancock. The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: A meta-analysis. Human factors, 63(4):706–726, 2021
- J. Qian, D. J. McDonough, and Z. Gao. The effectiveness of virtual reality exercise on individual’s physiological, psychological and rehabilitative outcomes: a systematic review. International journal of environmental research and public health, 17(11):4133, 2020