Wm. LeRoy Heinrichs

MD, PhD, SUMMIT

 

“Looking Back; Thinking Forward About Surgical Simulation

 

The history of Man is characterized by descriptions of people, places, and things! In the context of surgical simulation, the earliest advocate of the training of surgeons more than two millennia ago utilized common objects for “going through the motions”, an expression that still describes surgical practice. Some of these objects remain in use currently in “in vitro” labs for videoendoscopic surgery. In the 16th Century, paper and wax models became the surrogates for cadavers for students of anatomy, and soon thereafter in the Qing Dynasty, ‘Chinese medicine dolls’ made of ivory became the vehicles for transferring information between patients and healers. Also in the 16th Century, the articulated metal manikin attributed to Hieronymus Fabricius, was assembled for teaching about fractures and their clinical repair. Another simulation ‘machine’ used in medical education was the pelvic and fetal models made of wood, leather, and cloth for teaching obstetrical delivery. Hundreds of these were made and used throughout France during the 18th Century by Madam du Coudray, the King’s Midwife; one exists today in a French museum. In the 19th Century, moulages (molds) were used to teach restorative surgery of the face. In the late 20th Century, development of computer-based simulators mushroomed to include multiple anatomic regions and surgical procedures. The Visible Human Project of the National Library of Medicine and the Stanford Visible Female (Lucy 2.0), a set of 3D models created of a reproductive age female (pelvis), are being used to support physics-based surgical simulation. Most simulators remain to be formally evaluated and successfully incorporated into clinical education, except by early adopters. An exception may be the ePelvis that is being used on two continents, but even this simulator of the female pelvic exam is mainly used in a research mode. As we enter the 21st Century, medical simulations are being prepared for distance learning via the Next Generation Internet, which will also enable haptic perceptions. The common quest of simulation approaches over the centuries has been the creation of a hands-on experience for learning that substitutes for the ‘real thing’. Even now, we continue the quest for ideal simulations to inform classroom learning; only the technology changes! But, current methods that enable both visualization and haptics, providing immediate feedback to learners, and the quantitative assessment of the simulators’ efficacy and learners’ performance – that’s new, and changes how we must think!

 

http://summit.stanford.edu/Lucy/

http://haiti.stanford.edu/~ngi/final/

leroy.heinrichs@stanford.edu