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Dive into the research topics where Cristian Luciano is active.

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Featured researches published by Cristian Luciano.


Neurosurgery | 2007

Virtual reality in neurosurgical education: Part-task ventriculostomy simulation with dynamic visual and haptic feedback

G. Michael Lemole; Pat Banerjee; Cristian Luciano; Sergey Neckrysh; Fady T. Charbel

OBJECTIVE Mastery of the neurosurgical skill set involves many hours of supervised intraoperative training. Convergence of political, economic, and social forces has limited neurosurgical resident operative exposure. There is need to develop realistic neurosurgical simulations that reproduce the operative experience, unrestricted by time and patient safety constraints. Computer-based, virtual reality platforms offer just such a possibility. The combination of virtual reality with dynamic, three-dimensional stereoscopic visualization, and haptic feedback technologies makes realistic procedural simulation possible. Most neurosurgical procedures can be conceptualized and segmented into critical task components, which can be simulated independently or in conjunction with other modules to recreate the experience of a complex neurosurgical procedure. METHODS We use the ImmersiveTouch (ImmersiveTouch, Inc., Chicago, IL) virtual reality platform, developed at the University of Illinois at Chicago, to simulate the task of ventriculostomy catheter placement as a proof-of-concept. Computed tomographic data are used to create a virtual anatomic volume. RESULTS Haptic feedback offers simulated resistance and relaxation with passage of a virtual three-dimensional ventriculostomy catheter through the brain parenchyma into the ventricle. A dynamic three-dimensional graphical interface renders changing visual perspective as the users head moves. The simulation platform was found to have realistic visual, tactile, and handling characteristics, as assessed by neurosurgical faculty, residents, and medical students. CONCLUSION We have developed a realistic, haptics-based virtual reality simulator for neurosurgical education. Our first module recreates a critical component of the ventriculostomy placement task. This approach to task simulation can be assembled in a modular manner to reproduce entire neurosurgical procedures.


Surgical Neurology International | 2011

Virtual reality training in neurosurgery: Review of current status and future applications

Ali Alaraj; Michael Lemole; Joshua H. Finkle; Rachel Yudkowsky; Adam Wallace; Cristian Luciano; Pat Banerjee; Silvio Rizzi; Fady T. Charbel

Background: Over years, surgical training is changing and years of tradition are being challenged by legal and ethical concerns for patient safety, work hour restrictions, and the cost of operating room time. Surgical simulation and skill training offer an opportunity to teach and practice advanced techniques before attempting them on patients. Simulation training can be as straightforward as using real instruments and video equipment to manipulate simulated “tissue” in a box trainer. More advanced virtual reality (VR) simulators are now available and ready for widespread use. Early systems have demonstrated their effectiveness and discriminative ability. Newer systems enable the development of comprehensive curricula and full procedural simulations. Methods: A PubMed review of the literature was performed for the MESH words “Virtual reality, “Augmented Reality”, “Simulation”, “Training”, and “Neurosurgery”. Relevant articles were retrieved and reviewed. A review of the literature was performed for the history, current status of VR simulation in neurosurgery. Results: Surgical organizations are calling for methods to ensure the maintenance of skills, advance surgical training, and credential surgeons as technically competent. The number of published literature discussing the application of VR simulation in neurosurgery training has evolved over the last decade from data visualization, including stereoscopic evaluation to more complex augmented reality models. With the revolution of computational analysis abilities, fully immersive VR models are currently available in neurosurgery training. Ventriculostomy catheters insertion, endoscopic and endovascular simulations are used in neurosurgical residency training centers across the world. Recent studies have shown the coloration of proficiency with those simulators and levels of experience in the real world. Conclusion: Fully immersive technology is starting to be applied to the practice of neurosurgery. In the near future, detailed VR neurosurgical modules will evolve to be an essential part of the curriculum of the training of neurosurgeons.


Journal of Neurosurgery | 2007

Accuracy of ventriculostomy catheter placement using a head- and hand-tracked high-resolution virtual reality simulator with haptic feedback

Pat Banerjee; Cristian Luciano; G. Michael Lemole; Fady T. Charbel; Michael Y. Oh

OBJECT The purpose of this study was to evaluate the accuracy of ventriculostomy catheter placement on a head- and hand-tracked high-resolution and high-performance virtual reality and haptic technology workstation. METHODS Seventy-eight fellows and residents performed simulated ventriculostomy catheter placement on an ImmersiveTouch system. The virtual catheter was placed into a virtual patients head derived from a computed tomography data set. Participants were allowed one attempt each. The distance from the tip of the catheter to the Monro foramen was measured. RESULTS The mean distance (+/- standard deviation) from the final position of the catheter tip to the Monro foramen was 16.09 mm (+/- 7.85 mm). CONCLUSIONS The accuracy of virtual ventriculostomy catheter placement achieved by participants using the simulator is comparable to the accuracy reported in a recent retrospective evaluation of free-hand ventriculostomy placements in which the mean distance from the catheter tip to the Monro foramen was 16 mm (+/- 9.6 mm).


Virtual Reality | 2009

Haptics-based virtual reality periodontal training simulator

Cristian Luciano; Pat Banerjee; Thomas A. DeFanti

This paper focuses upon the research and development of a prototype dental simulator for training of periodontal procedures. By the use of virtual reality and haptics technology, the periodontal simulator allows trainees to learn performing diagnosis and treatment of periodontal diseases by visualizing a three-dimensional virtual human mouth and feeling real tactile sensations while touching the surface of teeth, gingiva, and calculi with virtual dental instruments. Since periodontics requires dentists to depend primarily on tactile sensations to perform diagnostic and surgical procedures, the use of haptics is unquestionably crucial for a realistic periodontal simulator. The haptics-based virtual reality periodontal training simulator has been validated by a experiment conducted by the College of Dentistry at University of Illinois at Chicago (UIC) with faculty members and dental students, which demonstrates the scientific contribution and usefulness of the simulator as a vital part of the curriculum of the Department of Periodontics at UIC.


Neurosurgery | 2013

Role of cranial and spinal virtual and augmented reality simulation using immersive touch modules in neurosurgical training.

Ali Alaraj; Fady T. Charbel; Daniel M. Birk; Mathew Tobin; Cristian Luciano; Pat Banerjee; Silvio Rizzi; Jeff Sorenson; Kevin T. Foley; Konstantin V. Slavin; Ben Roitberg

Recent studies have shown that mental script-based rehearsal and simulation-based training improve the transfer of surgical skills in various medical disciplines. Despite significant advances in technology and intraoperative techniques over the last several decades, surgical skills training on neurosurgical operations still carries significant risk of serious morbidity or mortality. Potentially avoidable technical errors are well recognized as contributing to poor surgical outcome. Surgical education is undergoing overwhelming change, as a result of the reduction of work hours and current trends focusing on patient safety and linking reimbursement with clinical outcomes. Thus, there is a need for adjunctive means for neurosurgical training, which is a recent advancement in simulation technology. ImmersiveTouch is an augmented reality system that integrates a haptic device and a high-resolution stereoscopic display. This simulation platform uses multiple sensory modalities, re-creating many of the environmental cues experienced during an actual procedure. Modules available include ventriculostomy, bone drilling, percutaneous trigeminal rhizotomy, and simulated spinal modules such as pedicle screw placement, vertebroplasty, and lumbar puncture. We present our experience with the development of such augmented reality neurosurgical modules and the feedback from neurosurgical residents.


Neurosurgery | 2015

Virtual reality cerebral aneurysm clipping simulation with real-time haptic feedback.

Ali Alaraj; Cristian Luciano; Daniel P. Bailey; Abdussalam Elsenousi; Ben Roitberg; Antonio Bernardo; Pat Banerjee; Fady T. Charbel

BACKGROUND: With the decrease in the number of cerebral aneurysms treated surgically and the increase of complexity of those treated surgically, there is a need for simulation-based tools to teach future neurosurgeons the operative techniques of aneurysm clipping. OBJECTIVE: To develop and evaluate the usefulness of a new haptic-based virtual reality simulator in the training of neurosurgical residents. METHODS: A real-time sensory haptic feedback virtual reality aneurysm clipping simulator was developed using the ImmersiveTouch platform. A prototype middle cerebral artery aneurysm simulation was created from a computed tomographic angiogram. Aneurysm and vessel volume deformation and haptic feedback are provided in a 3-dimensional immersive virtual reality environment. Intraoperative aneurysm rupture was also simulated. Seventeen neurosurgery residents from 3 residency programs tested the simulator and provided feedback on its usefulness and resemblance to real aneurysm clipping surgery. RESULTS: Residents thought that the simulation would be useful in preparing for real-life surgery. About two-thirds of the residents thought that the 3-dimensional immersive anatomic details provided a close resemblance to real operative anatomy and accurate guidance for deciding surgical approaches. They thought the simulation was useful for preoperative surgical rehearsal and neurosurgical training. A third of the residents thought that the technology in its current form provided realistic haptic feedback for aneurysm surgery. CONCLUSION: Neurosurgical residents thought that the novel immersive VR simulator is helpful in their training, especially because they do not get a chance to perform aneurysm clippings until late in their residency programs.


Simulation in healthcare : journal of the Society for Simulation in Healthcare | 2013

Practice on an augmented reality/haptic simulator and library of virtual brains improves residents' ability to perform a ventriculostomy

Rachel Yudkowsky; Cristian Luciano; Pat Banerjee; Alan Schwartz; Ali Alaraj; G. Michael Lemole; Fady T. Charbel; Kelly Smith; Silvio Rizzi; Richard W. Byrne; Bernard R. Bendok; David M. Frim

Introduction Ventriculostomy is a neurosurgical procedure for providing therapeutic cerebrospinal fluid drainage. Complications may arise during repeated attempts at placing the catheter in the ventricle. We studied the impact of simulation-based practice with a library of virtual brains on neurosurgery residents’ performance in simulated and live surgical ventriculostomies. Methods Using computed tomographic scans of actual patients, we developed a library of 15 virtual brains for the ImmersiveTouch system, a head- and hand-tracked augmented reality and haptic simulator. The virtual brains represent a range of anatomies including normal, shifted, and compressed ventricles. Neurosurgery residents participated in individual simulator practice on the library of brains including visualizing the 3-dimensional location of the catheter within the brain immediately after each insertion. Performance of participants on novel brains in the simulator and during actual surgery before and after intervention was analyzed using generalized linear mixed models. Results Simulator cannulation success rates increased after intervention, and live procedure outcomes showed improvement in the rate of successful cannulation on the first pass. However, the incidence of deeper, contralateral (simulator) and third-ventricle (live) placements increased after intervention. Residents reported that simulations were realistic and helpful in improving procedural skills such as aiming the probe, sensing the pressure change when entering the ventricle, and estimating how far the catheter should be advanced within the ventricle. Conclusions Simulator practice with a library of virtual brains representing a range of anatomies and difficulty levels may improve performance, potentially decreasing complications due to inexpert technique.


Neurosurgery | 2011

Learning retention of thoracic pedicle screw placement using a high-resolution augmented reality simulator with haptic feedback

Cristian Luciano; Pat Banerjee; Brad Bellotte; G. Michael Oh; Michael Lemole; Fady T. Charbel; Ben Roitberg

BACKGROUND: We evaluated the use of a part-task simulator with 3D and haptic feedback as a training tool for a common neurosurgical procedure - placement of thoracic pedicle screws. OBJECTIVE: To evaluate the learning retention of thoracic pedicle screw placement on a high-performance augmented reality and haptic technology workstation. METHODS: Fifty-one fellows and residents performed thoracic pedicle screw placement on the simulator. The virtual screws were drilled into a virtual patients thoracic spine derived from a computed tomography data set of a real patient. RESULTS: With a 12.5% failure rate, a 2-proportion z test yielded P = .08. For performance accuracy, an aggregate Euclidean distance deviation from entry landmark on the pedicle and a similar deviation from the target landmark in the vertebral body yielded P = .04 from a 2-sample t test in which the rejected null hypothesis assumes no improvement in performance accuracy from the practice to the test sessions, and the alternative hypothesis assumes an improvement. CONCLUSION: The performance accuracy on the simulator was comparable to the accuracy reported in literature on recent retrospective evaluation of such placements. The failure rates indicated a minor drop from practice to test sessions, and also indicated a trend (P = .08) toward learning retention resulting in improvement from practice to test sessions. The performance accuracy showed a 15% mean score improvement and more than a 50% reduction in standard deviation from practice to test. It showed evidence (P = .04) of performance accuracy improvement from practice to test session.


Neurosurgery | 2013

Percutaneous spinal fixation simulation with virtual reality and haptics

Cristian Luciano; Pat Banerjee; Jeffery M. Sorenson; Kevin T. Foley; Sameer A. Ansari; Silvio Rizzi; Anand V. Germanwala; Leonard I. Kranzler; Prashant Chittiboina; Ben Roitberg

BACKGROUND In this study, we evaluated the use of a part-task simulator with 3-dimensional and haptic feedback as a training tool for percutaneous spinal needle placement. OBJECTIVE To evaluate the learning effectiveness in terms of entry point/target point accuracy of percutaneous spinal needle placement on a high-performance augmented-reality and haptic technology workstation with the ability to control the duration of computer-simulated fluoroscopic exposure, thereby simulating an actual situation. METHODS Sixty-three fellows and residents performed needle placement on the simulator. A virtual needle was percutaneously inserted into a virtual patients thoracic spine derived from an actual patient computed tomography data set. RESULTS Ten of 126 needle placement attempts by 63 participants ended in failure for a failure rate of 7.93%. From all 126 needle insertions, the average error (15.69 vs 13.91), average fluoroscopy exposure (4.6 vs 3.92), and average individual performance score (32.39 vs 30.71) improved from the first to the second attempt. Performance accuracy yielded P = .04 from a 2-sample t test in which the rejected null hypothesis assumes no improvement in performance accuracy from the first to second attempt in the test session. CONCLUSION The experiments showed evidence (P = .04) of performance accuracy improvement from the first to the second percutaneous needle placement attempt. This result, combined with previous learning retention and/or face validity results of using the simulator for open thoracic pedicle screw placement and ventriculostomy catheter placement, supports the efficacy of augmented reality and haptics simulation as a learning tool.


Neurological Research | 2014

Virtual reality spine surgery simulation: an empirical study of its usefulness

Jaime Gasco; Achal Patel; Juan Ortega-Barnett; Daniel Branch; Sohum Desai; Yong Fang Kuo; Cristian Luciano; Silvio Rizzi; Patrick Kania; Martin Matuyauskas; Pat Banerjee; Ben Roitberg

Abstract Objective: This study explores the usefulness of virtual simulation training for learning to place pedicle screws in the lumbar spine. Methods: Twenty-six senior medical students anonymously participated and were randomized into two groups (A = no simulation; B = simulation). Both groups were given 15 minutes to place two pedicle screws in a sawbones model. Students in Group A underwent traditional visual/verbal instruction whereas students in Group B underwent training on pedicle screw placement in the ImmersiveTouch® simulator. The students in both groups then placed two pedicle screws each in a lumbar sawbones models that underwent triplanar thin slice computerized tomography and subsequent analysis based on coronal entry point, axial and sagittal deviations, length error, and pedicle breach. The average number of errors per screw was calculated for each group. Semi-parametric regression analysis for clustered data was used with generalized estimating equations accommodating a negative binomial distribution to determine any statistical difference of significance. Results: A total of 52 pedicle screws were analyzed. The reduction in the average number of errors per screw after a single session of simulation training was 53·7% (P  =  0·0067). The average number of errors per screw in the simulation group was 0·96 versus 2·08 in the non-simulation group. The simulation group outperformed the non-simulation group in all variables measured. The three most benefited measured variables were length error (86·7%), coronal error (71·4%), and pedicle breach (66·7%). Conclusions: Computer-based simulation appears to be a valuable teaching tool for non-experts in a highly technical procedural task such as pedicle screw placement that involves sequential learning, depth perception, and understanding triplanar anatomy.

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Pat Banerjee

University of Illinois at Chicago

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Silvio Rizzi

University of Illinois at Chicago

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Fady T. Charbel

University of Illinois at Chicago

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Ali Alaraj

University of Illinois at Chicago

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Jia Luo

University of Illinois at Chicago

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Achal Patel

University of Texas Medical Branch

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Jaime Gasco

University of Texas Medical Branch

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