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Immersive training in cardiology : focus on coronary obstructions surgery process with virtual reality


par Adéfêmi Marie-Adelphe AGUESSY
Université d' Abomey-Calavi , Bénin - Licence 2025
  

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Conclusion

This chapter demonstrates that the prototype provides an immersive, interactive environment for cardiology training, enabling learners to develop surgical reflexes through guided and autonomous experiences. The development process exposed technical and design challenges, from complex 3D models to smooth physiological transitions, strengthening our optimization and iterative refinement skills. Although limitations remain compared to advanced commercial systems such as absence of haptic feedback, assessment tools and complex scenarios, the prototype's accessible cost, offline functionality, and user-friendly design make it a promising, adaptable, and scalable foundation for cardiology education. Overall, the chapter shows that the solution represents a meaningful step toward bridging the gap between theoretical knowledge and practical skills in immersive medical training.

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General conclusion and perspectives

This work is part of a dynamic of pedagogical innovation through the use of virtual reality. We have designed and developed an immersive application prototype that simulates two major surgical procedures used in the treatment of coronary obstructions: Coronary Artery Bypass Grafting (CABG) and Percutaneous Coronary Intervention (PCI). This solution aims to offer learners a safe, interactive, and autonomous environment to become familiar with surgical techniques, instruments, and the overall process of these procedures.

One of the main strengths of our application is its ability to combine guided assistance with autonomous learning, serving as a complementary tool to support the practical preparation of cardiology students in conjunction with existing training methods. It is expected to provide added value to surgical education, as suggested by studies and tests conducted in several countries [46, 47], by allowing learners to explore, practice, and reinforce their knowledge in a safe, risk-free environment.

The design process we adopted was based on a rigorous analysis of user needs, followed by a technical implementation using tools such as Blender for 3D modeling, Unity for interactive development, and a suitable SDK for VR integration.

Although this first version can still be improved particularly in terms of graphical realism and scenario diversity,it opens the door to promising developments. Future developments will aim to enhance graphical realism, incorporate complex autonomous scenarios with unexpected complications, integrate haptic feedback to support fine motor skills, enable collaborative multi-user experiences, and implement detailed assessment tools such as performance metrics and error tracking. Optimization challenges, including build size, performance with complex assets, and broader device compatibility, will also be addressed. By tackling these limitations, the application can become a more immersive, educationally effective, and widely deployable tool, supporting the ongoing digital transformation of cardiology training while complementing existing teaching methods.

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Webography

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Contents

Dedication ii

Acknowledgements iii

Résumé iv

Abstract iv

iv

v

List of Figures vi

List of Tables vii

List of Acronyms viii

Glossary ix

Introduction 2

1 State of Art 4

Introduction 4

1.1 Coronary artery diseases 4

1.1.1 Overview 4

1.1.2 Coronary artery disease's treatments 5

1.2 Cardiology training issues 8

1.2.1 Current methods of training cardiology students with contextual focus on Benin

8

1.2.2 Limitations of the theoretical approach alone 8

1.2.3 Complication and error rates in initial coronary surgery experiences 9

1.2.4 Existing digital solutions (Excluding immersive technologies) 9

1.3 Immersive technologies in the medical field 11

1.3.1 Virtual Reality as a key immersive technology in medical training 11

1.3.1.1 Types of Virtual Reality experiences in medical education 12

1.3.1.2 Tools and equipment in VR training 12

1.3.1.3 Modalities of use in medical education 12

1.3.2 Pedagogical benefits and cognitive impacts of immersive technologies 13

1.4 VR applications in cardiology 13

1.4.1 Existing projects and tools in cardiology training 13

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1.4.2 Comparative analysis of existing solutions and benefits of our solution. . . . 16

Conclusion 16

2 Conception and technical choices 18

Introduction 18

2.1 Analysis and design 18

2.1.1 Needs analysis 18

2.1.2 Design 19

2.1.2.1 Technical design 19

2.1.3 Fundamental design 20

2.2 Technical choices 21

2.2.1 Choice of 3D modelling and animation software 21

2.2.2 Choice of game engine and programming language 22

2.2.3 IDE 23

2.2.4 Choice of SDK and frameworks for VR 23

2.2.5 Others softwares 24

2.3 Development methodology 24

Conclusion 25

3 Presentation of the solution and discussions 26

Introduction 26

3.1 Presentation of the software 26

3.1.1 Visual Identity 26

3.1.1.1 Main logo design 26

3.1.1.2 Color palette and visual harmony 27

3.1.1.3 Logo variations and adaptations 27

3.1.1.4 Logo usage guidelines and restrictions 28

3.1.1.5 Visual applications 28

3.1.2 Software interfaces 29

3.2 Challenges encountered and solutions 31

3.3 Discussion 32

Conclusion 32

Conclusion 33

Bibliography 34

Webography 35

Contents 39

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