Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Haptics in Minimally Invasive Surgical Simulation and Training
IEEE Computer Graphics and Applications
Haptic Feedback Enhances Force Skill Learning
WHC '07 Proceedings of the Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
A virtual training simulator for learning cataract surgery with phacoemulsification
Computers in Biology and Medicine
The Role of Haptics in Medical Training Simulators: A Survey of the State of the Art
IEEE Transactions on Haptics
Computer surgery 3D simulations for a new teaching-learning model
SEGAH '11 Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health
Comparative Study of APIs and Frameworks for Haptic Application Development
CW '12 Proceedings of the 2012 International Conference on Cyberworlds
Hi-index | 0.00 |
Performing a surgery requires a high degree of skill and experience, so it is well known that in order to become a surgeon someone must take several years of intense study and practice. The use of virtual reality simulators aids in this process by offering new features that the traditional methods simply can not include, like experience unfamiliar scenarios or practice several times without having an economic cost. In this context, when developers try to create a new medical haptic simulator, they face many problems: existing dedicated frameworks are not standard and mature enough and the development often requires interviews with experts, which turns into long development times. This paper is the continuation of a previous work that presented an approach to surgical procedures using computer haptic simulators. Here, we describe a detailed version of the model beneath that approach by showing its software architecture. This description will cover the formal definition of the model, its modelization using BPMN notation and its software object-oriented design focusing on its core functionality, which is based on combining three design patterns: the State Machine (for controlling the execution flow of the simulation through events), the Visitor (for setting the actions within the simulation) and the Observer (for collecting the outcome of the simulation execution).