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The Team
Emin Saglamer
Technical Lead
Project Manager
Megan Trad Ph.D.
Instructor
Subject Matter Expert
Steven Lux
3D Artist
Unity3D Designer
Anthony Harrison
Unity3D Lear Programmer
Linear Accelerator
Use of Radiation Theraphy in the Fight Against Cancer
 One of three main treatment modalities in
the fight against cancer
 Linear Accelerators deliver ionizing
radiation
 Goal is to kill cancer cells while minimizing
effects to healthy cells
 Both a high technology and high touch
field
Training
Radiation Technicians
Education
 Four year Bachelors Degree
 120 total credits
 Combination of didactic and clinical
coursework
 American Registry of Radiologic
Technologists certification exam
 Dictate clinical competencies
 Provide licensure exam
Radiation Therapy Program
RTT 3301 / Introduction to Radiation Therapy
Classroom three days a week
Clinical two days a week
Students Struggle with
 Balancing patient skills with technology
 Fast pace of clinics
 Therapists not interested in teaching
basics
Challenges Radiotherapy Education
 Explaining technology through lecture and 2D images
 Students so focused on learning technology in clinic they do not
learn to communicate appropriately with patients
 Connecting classroom concepts with clinical experience
 Lack of available time on treatment units
 Desire to bring hands on practice to the classroom
Why Use a Simulation?
 Give students enough time to practice core concepts.
 Need for a learning environment not limited by:
 Location & business hours
 Staff availability
 Student safety concerns
 High availability & Low Risk Immersive Learning Environment
that reproduces the simulated environment with just enough
detail and accuracy to train students.
Instructional Technologies Support
 Instructional
Systems Design
 Research &
Development Team
• LMS, CMS, ePortfolio Support
• Graphic Design, Photography Services
• Video Production Studio
• Academic Computing
• Classroom Technologies
Partnering with ITS
 GIT is a resource grant.
 All faculty including adjunct can apply.
GIT Projects should:
 Incorporate an educational technology to enhance
instruction online or in the classroom.
 Have limited scope.
 Last no longer than a year.
Grants for Instructional Technology (GIT)
Project Timeline
January 2013
Scenario & Exercises
Drafted
March 2013
Iterative Storyboard
Drafting
June 2013
Storyboard Complete
July 2013
3D Art & Assets Created
August 2013
Technical Design of
Framework in Unity3D
September 2013
Content Created in
Unity3D
November 2013
Exercises Created
January 2014
Testing & Debug
April 2014
Ready for Class Use
Storyboard Development
Platform Independent
 Web Based Plugin
 Downloadable App
 Mobile Device Compatibility
Portable Assets
 Compatible with Second Life
Target Platform
Linear Accelerator
Live Demo
http://id.its.txstate.edu/linac
Major Components of the Simulation
 Treatment Room
 Room Lasers – isocenter
 Linear Accelerator
 Treatment Head
 Patient Support Assembly
 Patient
 User Interface / Head Unit Display
Reference Materials Gathered
 Scenario / storyboard
 Basic functional specs & photos
 Treatment room plans
 3D models & textures
 Sound clips
Gathering Data for the Simulation
Development Platform – Maya
Creation & Modeling of 3D Assets
 Linear accelerator
 Gantry
 Table
 Treatment room
 Room lasers
 Refinements to Patient Model
 Animations for Patient
Development Platform – Unity3D
Unique Development Environment
 Consolidate all game assembly tasks
 Asset management features
 Preview as you build
 Quick publish and test
 C# and Javascript coding
 Third party tools by other developers
Development Platform – Unity3D
What was missing in Unity3D
 Timeline based animations for multiple objects
 Highlighting
 GUI Interface elements
 Fonts
We Used the following plugins
 USequencer
 Highlighting System
 NGUI
Unity3D Authoring Environment
Scene Editor
Unity Scene Hierarchy
Unity Project Organization
USequencer
Animations & State Tracking
HUD & UI Engine
Technical Innovations
 Time Based animations used in Unity3D using
Usequencer.
 Marrying Highlighting System with Usequencer.
 Synchronizing audio playback with animations.
 Using CSV to synchronize three developers and do
version control.
 Exporting Unity3D project to multiple platforms.
 Porting the project to Second Life in less than three
weeks.
Treatment Room
Simulated Treatment
Room
Linear Accelerator
In Second Life
http://maps.secondlife.com/secondlife/UTHSC%20Houston%20I/45/93/26
Putting the Project in Front of Students
Two classes so far have utilized the virtual linear accelerator module.
Many students identified that they are visual learners to this helped them
better understand the class content.
Question Class of 2015 Class of 2016
How helpful is this module in
learning basic concepts of
radiation therapy
a. Extremely helpful 14(100%)
b. Helpful
c. Unhelpful
d. Unsure
a. Extremely helpful
16(100%)
b. Helpful
c. Unhelpful
d. Unsure
Student Feedback
“This is amazing and will help so many
students in the future. It could even help
patients. We have some patients at our
clinics that want to see the gantry rotate
around them and know what it does
exactly. This could help ease anxious
minds of patients. I loved it.”
-student comments
“
“I really enjoyed this module, it would have
been super helpful before entering the clinics! It
was easy to navigate and I enjoyed the
questions. I like this idea a lot too because it
gives new students a lot of useful information
so once they enter a clinic they will not be
completely out of place, they will have some
bearing on the machine.”
-student comments
“
“This would have been so helpful for our first
semester in the program”
-student comments
“
Lessons Learned
 Students really enjoy learning in the virtual environment and
have requested other topics be taught in this manner.
 It takes time and dedication to create a high quality simulation.
 Most institutions and organizations have grants and programs
that support online teaching activities – you just have to be
proactive and apply for them.
 Blended teams are stronger than the sum of their parts.
Technology Lessons Learned
 Consider user base when choosing target platform.
 Use universal file formats for your core assets.
 Purchased 3D assets can be a mixed blessing.
 Invest time in file naming schemes & organization.
 Version control is not a luxury, it is essential!
 Development for mobile devices still has gotchas.
Next Steps
 Continue to monitor students response to the simulator
 Apply for grants to continue work on the project to add
new exercises
 SBMI Informatics Innovation Lab Collaboration
• Integrating Oculus VR type headsets
• Continue mobile device development
• Create additional exercises / case scenarios

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Radiation Therapy Simulation

  • 1.
  • 2. The Team Emin Saglamer Technical Lead Project Manager Megan Trad Ph.D. Instructor Subject Matter Expert Steven Lux 3D Artist Unity3D Designer Anthony Harrison Unity3D Lear Programmer
  • 3. Linear Accelerator Use of Radiation Theraphy in the Fight Against Cancer  One of three main treatment modalities in the fight against cancer  Linear Accelerators deliver ionizing radiation  Goal is to kill cancer cells while minimizing effects to healthy cells  Both a high technology and high touch field
  • 4. Training Radiation Technicians Education  Four year Bachelors Degree  120 total credits  Combination of didactic and clinical coursework  American Registry of Radiologic Technologists certification exam  Dictate clinical competencies  Provide licensure exam
  • 5. Radiation Therapy Program RTT 3301 / Introduction to Radiation Therapy Classroom three days a week Clinical two days a week Students Struggle with  Balancing patient skills with technology  Fast pace of clinics  Therapists not interested in teaching basics
  • 6. Challenges Radiotherapy Education  Explaining technology through lecture and 2D images  Students so focused on learning technology in clinic they do not learn to communicate appropriately with patients  Connecting classroom concepts with clinical experience  Lack of available time on treatment units  Desire to bring hands on practice to the classroom
  • 7. Why Use a Simulation?  Give students enough time to practice core concepts.  Need for a learning environment not limited by:  Location & business hours  Staff availability  Student safety concerns  High availability & Low Risk Immersive Learning Environment that reproduces the simulated environment with just enough detail and accuracy to train students.
  • 8. Instructional Technologies Support  Instructional Systems Design  Research & Development Team • LMS, CMS, ePortfolio Support • Graphic Design, Photography Services • Video Production Studio • Academic Computing • Classroom Technologies
  • 9. Partnering with ITS  GIT is a resource grant.  All faculty including adjunct can apply. GIT Projects should:  Incorporate an educational technology to enhance instruction online or in the classroom.  Have limited scope.  Last no longer than a year. Grants for Instructional Technology (GIT)
  • 10. Project Timeline January 2013 Scenario & Exercises Drafted March 2013 Iterative Storyboard Drafting June 2013 Storyboard Complete July 2013 3D Art & Assets Created August 2013 Technical Design of Framework in Unity3D September 2013 Content Created in Unity3D November 2013 Exercises Created January 2014 Testing & Debug April 2014 Ready for Class Use
  • 12. Platform Independent  Web Based Plugin  Downloadable App  Mobile Device Compatibility Portable Assets  Compatible with Second Life Target Platform
  • 14. Major Components of the Simulation  Treatment Room  Room Lasers – isocenter  Linear Accelerator  Treatment Head  Patient Support Assembly  Patient  User Interface / Head Unit Display
  • 15. Reference Materials Gathered  Scenario / storyboard  Basic functional specs & photos  Treatment room plans  3D models & textures  Sound clips Gathering Data for the Simulation
  • 16. Development Platform – Maya Creation & Modeling of 3D Assets  Linear accelerator  Gantry  Table  Treatment room  Room lasers  Refinements to Patient Model  Animations for Patient
  • 17. Development Platform – Unity3D Unique Development Environment  Consolidate all game assembly tasks  Asset management features  Preview as you build  Quick publish and test  C# and Javascript coding  Third party tools by other developers
  • 18. Development Platform – Unity3D What was missing in Unity3D  Timeline based animations for multiple objects  Highlighting  GUI Interface elements  Fonts We Used the following plugins  USequencer  Highlighting System  NGUI
  • 24. Animations & State Tracking
  • 25. HUD & UI Engine
  • 26. Technical Innovations  Time Based animations used in Unity3D using Usequencer.  Marrying Highlighting System with Usequencer.  Synchronizing audio playback with animations.  Using CSV to synchronize three developers and do version control.  Exporting Unity3D project to multiple platforms.  Porting the project to Second Life in less than three weeks.
  • 28. Linear Accelerator In Second Life http://maps.secondlife.com/secondlife/UTHSC%20Houston%20I/45/93/26
  • 29. Putting the Project in Front of Students Two classes so far have utilized the virtual linear accelerator module. Many students identified that they are visual learners to this helped them better understand the class content. Question Class of 2015 Class of 2016 How helpful is this module in learning basic concepts of radiation therapy a. Extremely helpful 14(100%) b. Helpful c. Unhelpful d. Unsure a. Extremely helpful 16(100%) b. Helpful c. Unhelpful d. Unsure
  • 30. Student Feedback “This is amazing and will help so many students in the future. It could even help patients. We have some patients at our clinics that want to see the gantry rotate around them and know what it does exactly. This could help ease anxious minds of patients. I loved it.” -student comments “ “I really enjoyed this module, it would have been super helpful before entering the clinics! It was easy to navigate and I enjoyed the questions. I like this idea a lot too because it gives new students a lot of useful information so once they enter a clinic they will not be completely out of place, they will have some bearing on the machine.” -student comments “ “This would have been so helpful for our first semester in the program” -student comments “
  • 31. Lessons Learned  Students really enjoy learning in the virtual environment and have requested other topics be taught in this manner.  It takes time and dedication to create a high quality simulation.  Most institutions and organizations have grants and programs that support online teaching activities – you just have to be proactive and apply for them.  Blended teams are stronger than the sum of their parts.
  • 32. Technology Lessons Learned  Consider user base when choosing target platform.  Use universal file formats for your core assets.  Purchased 3D assets can be a mixed blessing.  Invest time in file naming schemes & organization.  Version control is not a luxury, it is essential!  Development for mobile devices still has gotchas.
  • 33. Next Steps  Continue to monitor students response to the simulator  Apply for grants to continue work on the project to add new exercises  SBMI Informatics Innovation Lab Collaboration • Integrating Oculus VR type headsets • Continue mobile device development • Create additional exercises / case scenarios

Notes de l'éditeur

  1. HEADER SLIDE, no notes for this slide, and zero time.
  2. Emin Saglamer Introductions Time: 0.5 mins
  3. Megan Trad Time:
  4. Megan Trad Time:
  5. Megan Trad Time:
  6. Megan Trad Time:
  7. Megan Trad & Emin Saglamer Time:
  8. Emin Saglamer Time: 0.5 Mins Notes: Very quick summary of what ITS does at TXSTATE U.
  9. Emin Saglamer Time: 1 minutes Notes:
  10. Emin Saglamer Time: 2 minute Notes:
  11. Emin Saglamer / Megan Trad Time: 3 minutes Notes: We started out with a “brain dump” a series of scenarios Dr. Trad wrote to get us started. Her scenarios were the beginning of a dialogue of refinement that took place between the tech team and the subject matter expert where we reconciled what needed to be done with what can be done. There was also significant amount of training us IT folks about the finer details of the Linac environment. To be able to code the behaviors of the Linac and its components the IT R&D team first had to understand how it works and all the parts come together. We worked towards a document that was comprised of two columns: first column dividing the content into digestable chunks and outlining the section names and corresponding narration for the instructional sections; The second column provided visuals for the programmers, called attention to important details and described in as much detail as possible the animations and overlays that should be present during a particular step of the presentation. Megan should talk about her experience from the point of view of the instructor. How was the storyboard process for her? Was it helpful? Was it frustrating? Did it take longer than she thought it would take? Exercises were particularly difficulty to spec out as our familiarity with the combination of certain variables was limited. So we opted for more of an iterative design process that ended with pretty well defined yet not complete designs for the activities. We were not sure if the technology would reproduce the environments we are trying to simulate in as much detail as we needed. This is where prototyping usually would come into place in a typical project. We did not have this kind of time so we built the presentation sections and what we learned from those sections informed how much further we could take the exercises. To some point, the narration text of the exercises was almost edited until the last week of the implementation to provide better clarity to the exercises – some of this we could not have anticipated before we got to see what such an exercise looks like on screen.
  12. Emin Saglamer Time: 0.5 mins Notes: Dr. Trad came to us with the suggestion to use Second Life for this whole project. At the time we had had a long stretch of time and experience teaching and building in Second Life – since 2006 to be specific. However while Second Life is a great teaching tool and a fascinating environment to explore, it also tends to trap content and put a steeper learning curve than say a typical learning activity would on the web. The year was 2013, and it was all about mobile apps. Our team wanted to open up the availability of this project and make it less platform specific. We chose Unity because it allowed us to develop for the web, both Mac and PC and also for Mobile OS’es all from the same set of core code. In short, we would author once and export to sorts of different formats later based on demand.
  13. Live Demo Time: 5 minutes
  14. Emin Saglamer / Megan Trad Time: 2 minutes Notes: We may skip this slide if there’s not enough time.
  15. Emin Saglamer Time: 0.5 Minutes
  16. Emin Saglamer Time: 1 minutes
  17. Emin Saglamer Time: 2 minutes Notes: Unity Development Environment I
  18. Emin Saglamer Time: 1 minutes Notes: Unity Development Environment II
  19. Emin Saglamer Time: 1 minutes Notes:
  20. Emin Saglamer Time: 1 minutes Notes:
  21. Emin Saglamer Time: 1 minutes Notes:
  22. Emin Saglamer Time: 1 minutes Notes:
  23. Emin Saglamer Time: 1 minutes Notes:
  24. Emin Saglamer Time: 1 minutes Notes:
  25. Emin Saglamer Time: 1 minutes Notes:
  26. Emin Saglamer Time: 3 minutes Notes:
  27. Live Demo Time: 5 minutes
  28. Megan Trad Time: 5 minutes
  29. Megan Trad Time: 5 minutes
  30. Megan Trad Time: 5 minutes
  31. Megan Trad Time: 5 minutes
  32. Megan Trad & Emin Saglamer Time: 5 minutes