Abstract
Purpose:
The purpose of this study was to develop and validate RetinaVR, an affordable, portable, and fully immersive virtual reality (VR) simulator for vitreoretinal surgery training.
Methods:
We built RetinaVR as a standalone app on the Meta Quest 2 VR headset. It simulates core vitrectomy, peripheral shaving, membrane peeling, and endolaser application. In a validation study (n = 20 novices and experts), we measured: efficiency, safety, and module-specific performance. We first explored unadjusted performance differences through an effect size analysis. Then, a linear mixed-effects model was used to isolate the impact of age, sex, expertise, and experimental run on performance.
Results:
Experts were significantly safer in membrane peeling but not when controlling for other factors. Experts were significantly better in core vitrectomy, even when controlling for other factors (P = 0.014). Heatmap analysis of endolaser applications showed more consistent retinopexy among experts. Age had no impact on performance, but male subjects were faster in peripheral shaving (P = 0.036) and membrane peeling (P = 0.004). A learning curve was demonstrated with improving efficiency at each experimental run for all modules. Repetition also led to improved safety during membrane peeling (P = 0.003), and better task-specific performance during core vitrectomy (P = 0.038), peripheral shaving (P = 0.011), and endolaser application (P = 0.043). User experience was favorable to excellent in all spheres.
Conclusions:
RetinaVR demonstrates potential as an affordable, portable training tool for vitreoretinal surgery. Its construct validity is established, showing varying performance in a way that correlates with experimental runs, age, sex, and level of expertise.
Translational Relevance:
Fully immersive VR technology could revolutionize surgical training, making it more accessible, especially in developing nations.
Virtual reality (VR) simulation in health care has made significant progress over the past 5 decades and is now considered a cornerstone of medical education.
1 In surgery, it enables trainees to acquire skills in an immersive learning environment that mitigates patient harm. The digital nature of VR also alleviates the ethical and logistic challenges tied to wet laboratory training, while offering an interactive, high-fidelity experience.
2 In ophthalmology, VR simulation has been shown to improve the performance of novice cataract surgeons and to decrease their complication rate.
3,4 Similar trends have been observed in vitreoretinal surgery training, but without definite evidence on skill transfer to the operating room.
5,6
The most frequently studied VR simulator in ophthalmology is the EyeSi Surgical Simulator (Haag-Streit Simulation). It comprises a mannequin head, surgical instruments, foot pedals, and a VR interface, accessible through the operating microscope.
7 Despite its high cost of acquisition (approximately USD $200,000) and its annual running costs, the use of EyeSi has been shown to be cost-effective for cataract surgery training when considering the reduction of complications.
4,8,9 However, in developing nations and under-resourced communities, the simulator's cost could pose a significant acquisition barrier. This may disproportionately affect these already vulnerable groups, further exacerbating their risk of adverse health outcomes.
10
Since the 1970s, head-mounted displays (VR headsets) have steadily decreased in weight and improved in computing capacity. VR headsets have moved beyond academic laboratories and are commercially available with prices starting from USD $299.
11 VR headsets offer several benefits over traditional stationary simulators, including portability, improved immersiveness, and multiplayer capabilities through “the metaverse”.
12 This allows multiple users to concurrently use the system and interact together in a virtual environment. By leveraging their existing hardware and software capabilities, VR headsets can democratize access to surgical simulation, making the metaverse a particularly useful space for global ophthalmic education and collaboration.
In this work, we developed a VR simulation application software for vitreoretinal surgery training that is compatible with commercially available VR headsets. RetinaVR is fully immersive, affordable, and portable, as it leverages the powerful processors, cameras, and sensors of the headset without the need for external haptic devices. We focus on four fundamental skills: core vitrectomy, peripheral shaving, membrane peeling, and endolaser application. To our knowledge, this is the first vitreoretinal surgery simulator of its kind.
We carried out all development experiments on the wired HP Reverb, attached to an AMD Ryzen 5 computer with 2600x CPU, 16 GB of RAM, and an AMD Radeon RX 5700 XT graphics card. After each version iteration, we adapted the app for the wireless Meta Quest 2 to allow our domain experts to test the software remotely and to provide iterative feedback. To ensure broad applicability, we utilized the standard controllers packaged with the Meta Quest 2 only, rather than exploring add-on external haptic devices.
The Meta Quest 2 is a general-purpose VR headset that allows for a standalone experience, eliminating the need for wiring or a computer connection. This feature renders it apt for surgical simulation training, providing an unencumbered environment conducive to learning. It comes with two light-weight plastic controllers, each weighing approximately 150 grams, that are tracked by the headset's integrated cameras. The controllers are designed to rest within the curve of the user's palm, allowing the user's fingers to engage with the capacitive face, grip, and trigger buttons, as well as the joystick.
We first compared the performance of novices and experts using an unadjusted model. The results are summarized in
Figure 3. The detailed effect size analyses are shown in
Supplementary Table S5. The linear mixed-effects model results are summarized in
Table 2.
Table 2. Linear Mixed-Effects Model (Adjusted) for the Impact of Expertise on Performance
Table 2. Linear Mixed-Effects Model (Adjusted) for the Impact of Expertise on Performance
Regarding efficiency, we found trends that novices were slower than experts, except in membrane peeling. None of those effects were statistically significant when all experimental runs were combined. When examining the runs individually, we found that novices were faster than experts in the first membrane peeling run (very large effect = −1.10, 95% confidence interval [CI] = −2.03 to −0.14). In the linear mixed-effects model, when controlling for age, sex, and experimental run, the trends were maintained, but we found no statistically significant difference in efficiency between novices and experts in any of the modules.
Regarding safety, we found that experts were safer than novices in the membrane peeling module when all experimental runs were combined (very large effect = 1.06, 95% CI = 0.52 to 1.60). This effect was also present in the first (very large effect = 1.34, 95% CI = 0.35 to 2.31) and second run (very large effect = 1.12, 95% CI = 0.16 to 2.05], but not the third run. We also found trends that the experts were safer in all other modules, but those differences were not statistically significant. In the linear mixed-effects model, when controlling for age, sex, and experimental run, the trends were maintained, but we found no statistically significant difference in safety between novices and experts in any of the modules.
Regarding task-specific performance, we found that experts performed better in the core vitrectomy module, demonstrating significantly fewer exits from the target spheres (moderate effect = 0.7, 95% CI = 0.18 to 1.22). This effect was mostly driven by the second experimental run (very large effect = 1.11, 95% CI = 0.15 to 2.04). In the linear mixed-effects model, that difference was maintained while controlling for all other user factors, with novices exiting the spheres an excess of 21.46 times (P = 0.014). In peripheral shaving, we found trends that novices had more sphere exits than experts while demonstrating less deviation from the shaving path, but those differences were not statistically significant. In the linear mixed-effects model, when controlling for other factors, those differences were also not statistically significant.
In membrane peeling, we found trends that experts grasped the membrane more times than novices, but that difference was not statistically significant in the unadjusted model. The trend was maintained in the linear mixed-effects model, but the difference was not statistically significant. In endolaser application, we found no difference in the amount of laser used between novices and experts in the adjusted and unadjusted models. However, a heatmap analysis of the laser spot distribution showed clinically significant differences in treatment patterns among novices and experts, as shown in
Figure 4.
We built a RetinaVR, a fully immersive, affordable, and portable VR simulator for vitreoretinal surgery training. RetinaVR is a standalone app that leverages the powerful processors and cameras of commercially available VR headsets and controllers, without relying on external touch haptic devices. RetinaVR is a proof of concept for a new way of approaching surgical simulation in the metaverse, at a fraction of the cost of traditional VR simulators. It democratizes access to surgical simulation, and has the potential to spur innovation in global ophthalmology.
To ensure RetinaVR's affordability and accessibility, we designed it to require only a quick app download. The app is a mere 100 megabytes, taking approximately 20 seconds to download on average global broadband speeds and less than 2 minutes in Sub-Saharan Africa.
22,23 To simulate surgical instruments, we used the standard built-in controllers, rather than integrating custom hardware. Using pen-like haptic feedback devices could have provided a more faithful simulation of instruments, but it would have come at a high cost.
24 Because our simulator did not require instruments to be anchored to a physical eye model, the fulcrum effect was difficult to simulate. This effect, encountered when using the vitrector and light pipe through a trocar, necessitates unique skills to move the instrument tips. Tactile feedback could not be provided without haptic devices, thereby limiting the surgeon-eye interactions to visual cues only. Despite that, we feel that we accurately replicated the motion inversion and scaled motion required to move the vitrector tip, allowing the users to successfully complete the modules and improve at each run. This is supported by the demonstration of the learning curve and the high scores for the
Flow theme in the UX questionnaire. The users did suggest, however, improvements in instrumentation. Although our plastic controllers were lightweight, they were still considerably heavier than conventional surgical instruments. Their weight was 4 times that of a typical 23G vitrector. For comparison, the Bi-Blade vitrectomy cutter weighs approximately 37 grams with the tubing (personal communication with Bausch + Lomb).
To capture user performance during simulation, we were faced with two options: either collect as many metrics as possible and analyze them post hoc, or develop a scoring system by assigning weights to measurable metrics based on our subjective assessment of their importance. The latter approach raised concerns about how to objectively measure task efficiency, safety, and good performance, and how to determine the appropriate point deductions for mistakes. Given the potential for heuristic bias, we chose the first option and developed code in RetinaVR to quantify those metrics. We conducted a rigorous analysis of the data through an effect size analysis. This was crucial for interpreting the significance of observed differences, because these experiments were being conducted for the first time with no normative databases to establish good or poor performance benchmarks. We then built an adjusted model to examine the impact of age, sex, and experimental run on performance, and controlled for those factors when comparing novices and experts.
We believe to have demonstrated construct validity.
25,26 This refers to the ability of RetinaVR to measure user behaviors and performance in a way that correlates with their inherent factors and level of expertise. We found that participant age had no impact on overall performance when we controlled for sex, expertise, and experimental run. However, we found that male participants performed membrane peeling and peripheral shaving tasks more quickly than female participants, with no significant differences in safety and task-specific performance. Some evidence suggests that gaming proficiency may decline with age and show differences between sexes.
21,27–29 However, we believe that this phenomenon is more likely attributable to a disparity in prior gaming experience, rather than innate age or sex-related abilities. These effects may be even less pronounced in a surgical simulation context like ours, where older participants typically have more prior surgical experience. In parallel, we found that repetition boosted efficiency in all modules, and enhanced safety in the membrane peeling module. It also improved task-specific performance during core vitrectomy and peripheral shaving. This demonstrates a learning curve across experimental runs – with users getting better with repetition or practice. We feel that this observation reinforces the notion that user performance was not a random occurrence but rather a reflection of genuine learning. This learning curve has also been demonstrated for the vitreoretinal modules of the EyeSi simulator in numerous studies.
30,31
A crucial aspect of this project is the demonstration of how user expertise affects performance. We report on several notable findings in our work. First, novices tended to be slower in all modules, except in membrane peeling. Interestingly, in membrane peeling, they tended to be faster, while also being less safe, causing significantly more iatrogenic retinal touches, and grasping the membranes less frequently. These contrasts possibly highlight the influence of real-world surgical experience. Experts demonstrated a more cautious and deliberate approach, peeling slowly and carefully to minimize shearing forces on the macula. In contrast, novices, perhaps viewing the simulation as such, exhibited riskier behavior by attempting to complete the module at a faster pace, leading to more iatrogenic damage. Second, experts performed significantly better in the core vitrectomy module, exhibiting fewer target sphere exits – a difference that was maintained when controlling for other user factors. Third, during endolaser application, we found clinically important differences in the treatment patterns between novices and experts. This speaks to the construct validity of those modules and their ability to faithfully simulate the surgical experience.
RetinaVR marks a proof of concept for a novel type of platform for vitreoretinal surgery training simulation. We believe that RetinaVR can change the scope of surgical simulation in a number of ways. First, trainees can conveniently access RetinaVR using their personal headsets, integrating it alongside their existing VR-based entertainment, gaming, or sports activities. Second, residency programs can effectively train multiple residents simultaneously by investing in multiple affordable VR headsets. The platform's online metaverse integration, relying on Meta's cloud servers, enables multiplayer group training sessions, connecting residents virtually with expert surgeons from around the world, breaking down geographic barriers and fostering a global learning community. Third, the platform allows for both synchronous and asynchronous learning, which enables trainees to obtain real-time feedback from mentors while also catering for individual learning styles and schedules. Finally, gamification elements, such as points, badges, and international leaderboards, can further enhance engagement and encourage healthy competition, spurring innovation and collaboration in the field of vitreoretinal surgery.
Although RetinaVR has demonstrated construct validity to a certain extent, our work has some limitations and further validation is necessary. First, statistical significance in our analyses was limited by the low sample size and high variance among novices. Despite that, most of our effects were congruent with the expected behaviors of novices and experts. Second, we have not yet demonstrated skill transfer to the operating room, a crucial step in validating a surgical simulator. However, to our knowledge, in vitreoretinal surgery, this has not been shown even for popular simulators like the EyeSi.
5 RetinaVR remains a work in progress: the user interface, including menu appearances, profile creation, login functionality, and leaderboards, require further development before public release. We are also working on incorporating feedback from this study to determine future directions for RetinaVR. Despite these limitations, we are proud of what was achieved with limited resources. RetinaVR serves as a proof of concept for developing affordable VR surgical simulation apps in an academic laboratory setting, fostering innovation in surgical training and medical education. Driven by the relentless innovation of industry titans like Meta and Apple, we are confident that standalone VR headsets will soon reach a high level of maturity.
32 These future headsets may offer superior hand tracking capabilities, enabling the use of RetinaVR without traditional controllers. By integrating inexpensive 3D-printed instruments and a physical eye model, they may replicate the physical interaction between the surgeon and the eye – a crucial element in vitreoretinal surgery. This will pave the way for the widespread availability of an off-the-shelf, affordable, and validated RetinaVR simulator, empowering the trainees worldwide with an immersive surgical training experience.
The authors express their gratitude to the Canadian Ophthalmological Society and Bayer Inc. for funding this work.
Supported by the Innovation in Retina Research Award, granted in June 2021 during the Canadian Ophthalmological Society (COS) Annual Meeting. The project was awarded the First Prize (CAD $35,000) and the Audience Award (CAD $5000). The award is a joint venture between the COS and Bayer Inc.
Data Sharing Statements: All data produced in the present study are available upon reasonable request to the authors. RetinaVR is not currently in the Oculus store.
Author Contributions: F.A., C.D., B.O., and K.H. conceptualized the study and designed the experiments. F.A. and K.H. obtained the funding. C.D. and B.O. designed RetinaVR software. F.A. and K.H. provided continuous iterative feedback to improve RetinaVR. F.A., C.D., and D.M. carried out the clinical validation study. C.E.G. performed the statistical analyses. F.A. and C.D. drafted the initial manuscript. F.A. and C.D. designed the figures and tables. All authors reviewed and discussed the results. All authors edited and revised the manuscript before approving the final version of this manuscript.
Disclosure: F. Antaki, Bayer (F, funding for this work); C. Doucet, None; D. Milad, None; C.-E. Giguère, None; B. Ozell, None; K. Hammamji, None