Virtual Anatomist: A Deep Learning‐based Smartphone Application to Identify Complex Anatomical Features in Augmented Reality
Notice bibliographique
Résumé
This study pertains to the development of a smartphone mixed‐reality (MR) educational app intended to improve the experience of using physical 3D models in classrooms by identifying and labeling various anatomical features on models, built on a deep‐learning based computer vision framework. Research at the intersection of MR applications and anatomy education has routinely demonstrated a role for new MR‐based modalities in improving anatomy education, but most MR apps rely on custom illustrated projections of 3D‐models into user and screen space. These virtual assets are subject to device‐intrinsic or developer‐based differences in display fidelity and specimen art quality. An intrinsic barrier is present in the development of digital 3D models, which are not trivial to create. Existing evidence also suggests that virtual models may produce inferior results for learning in some use‐cases compared to existing physical models. Such evidence forms a case to instead place emphasis on improving the experience of using existing physical models. The described application is hence intended to improve the experience of using real models by labeling anatomical features of interest for the user. The current implementation of the application is trained solely on skull‐base anatomy (with class labels including selected bones of the calvarium, paranasal sinuses, and skull processes), but may be extended to other anatomical areas of interest. This labeling is made possible by a hybrid depth‐estimation and semantic segmentation‐focused machine learning (ML) architecture, which is deployed on consumer‐grade smartphones to promote student uptake. When creating ML‐based tools, the primary barrier is often the generation of quality ground truth data. Image collections of anatomical specimens must ideally be taken under different conditions, with different augmentations applied to images to improve the ability of the application to robustly recognize and label different parts of a specimen. Manual collection and annotation of the hundreds or thousands of such images required for training is infeasible. However, using procedurally generated images from a 3D‐modelled skull (here, in the open‐source computer graphics software Blender ), developers can produce arbitrarily large, photorealistic ground‐truth training datasets with pixel‐perfect semantic segmentation of anatomical features. The generalizability of the ML classifier to different models was improved through augmentation of individual renders in Blender by randomizing the model textures; lighting; background environments; skull topology via displacement mapping; the use of “distractor” objects in renders; and camera angles. This work demonstrates the feasibility of developing an anatomical landmark classifier from RGB‐image data, trained on fully synthetic data. Future steps include optimization of data augmentations to emphasize shape recognition over texture recognition, formal characterization of segmentation accuracy on cadaveric specimens, and to train alternative models to incorporate depth data, to leverage depth‐sensing capabilities that are available on select higher‐end mobile devices.
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Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,000 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,000 | 0,000 |
| Communication savante | 0,000 | 0,000 |
| Science ouverte | 0,000 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,001 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,000 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».