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Richard Satava

dblp:75/7597 · DBLP profile ↗
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3ranked-venue papers
2as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › surgical simulation
medical simulation
0.212013
Keynote Speaker: Virtual Reality: Current Uses in Medical Simulation and Future · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality
medical training
0.012013
Keynote Speaker: Virtual Reality: Current Uses in Medical Simulation and Future · IEEE Trans. Vis. Comput. Graph. 2013

Methods — techniques the papers use, named apart from their topics

3-d stereolithography · 0.2
YearPublicationVenuePosition
2022 Virtual Reality Simulator Enhances Ergonomics Skills for Neurosurgeons
abstract
This paper aims to assess the needs of neurosurgical training in order to strategize the future plans for simulation and rehearsal. The main objective is to investigate the ability of virtual reality to enhance the training. An online questionnaire has been conducted among surgeons practicing in different countries across the globe. The study shows significant differences in rehearsal methods and surgical teaching methods practiced by the respondents. Among respondents, 90% did believe that virtual reality technology can serve surgical training, and almost all respondents agreed that there is a gap in the existing neurosurgical training in terms of operating room ergonomics. Adequate education on surgical ergonomics might lead to an improvement in the outcomes for both surgeon and patient. The contribution of the paper is twofold. One side investigates the new requirements for the enhancement of neurosurgeon training and adoption on a virtual reality simulator. The other side contributes to the body of knowledge related to the required ergonomics skills.
Hind Alsharif, Wadee Alhalabi, Abdulhameed Fouad Alkhateeb, Salah Shihata, Khalid Bajunaid, Salwa Abdullah Almansouri, Mirza Pasovic, Richard Satava, Abdulrahman J. Sabbagh
Int. J. Semantic Web Inf. Syst.8
2013 Keynote speaker: Virtual reality: Current uses in medical simulation and future opportunities & medical technologies that VR can exploit in education and training
abstract
Summary form only given. Virtual reality has gone from research to educational tool to indispensible clinical application in patient care. A brief review of the current status of the use of VR in medicine will provide the springboard for the current gaps that provide future opportunities in simulation as well as an introduction to new advanced technologies that are revolutionizing medicine and which will require VR for educational and training support and clinical applications. Some topics for discussion are virtual patients, cadavers and autopsies, surgical rehearsal, robotic surgery, suspended animation, regeneration and tissue engineering. The challenge: how creatively can VR support these incredible new technologies? The grand challengeñ how will 3-D stereolithography revolutionize the practice of medicine? Have you bought your Maker bot yet?
Richard Satava
VR1
2013 Keynote Speaker: Virtual Reality: Current Uses in Medical Simulation and Future
abstract
Virtual reality has gone from research to educational tool to indispensible clinical application in patient care. A brief review of the current status of the use of VR in medicine will provide the springboard for the current gaps that provide future opportunities in simulation as well as an introduction to new advanced technologies that are revolutionizing medicine and which will require VR for educational and training support and clinical applications. Some topics for discussion are virtual patients, cadavers and autopsies, surgical rehearsal, robotic surgery, suspended animation, regeneration and tissue engineering. The challenge: how creatively can VR support these incredible new technologies? The grand challenge ñ how will 3-D stereolithography revolutionize the practice of medicine? Have you bought your Makerbot yet?
Richard Satava
IEEE Trans. Vis. Comput. Graph.1