Abstract

Current methods used to communicate and present the complex arrangement of vasculature related to the brain and spinal cord is limited in undergraduate veterinary neuroanatomy training. Traditionally it is taught with 2-dimensional (2D) diagrams, photographs and medical imaging scans which show a fixed viewpoint. 2D representations of 3-dimensional (3D) objects however lead to loss of spatial information, which can present problems when translating this to the patient. Computer-assisted learning packages with interactive 3D anatomical models have become established in medical training, yet equivalent resources are scarce in veterinary education. For this reason, we set out to develop a workflow methodology creating an interactive model depicting the vasculature of the canine brain that could be used in undergraduate education. Using MR images of a dog and several commonly available software programs, we set out to show how combining image editing, segmentation and surface generation, 3D modeling and texturing can result in the creation of a fully interactive application for veterinary training. In addition to clearly identifying a workflow methodology for the creation of this dataset, we have also demonstrated how an interactive tutorial and self-assessment tool can be incorporated into this. In conclusion, we present a workflow which has been successful in developing a 3D reconstruction of the canine brain and associated vasculature through segmentation, surface generation and post-processing of readily available medical imaging data. The reconstructed model was implemented into an interactive application for veterinary education that has been designed to target the problems associated with learning neuroanatomy, primarily the inability to visualise complex spatial arrangements from 2D resources. The lack of similar resources in this field suggests this workflow is original within a veterinary context. There is great potential to explore this method, and introduce a new dimension into veterinary education and training.

Highlights

  • The use of modern technology and virtual reconstructions has been commonly used in anatomical education within the medical curriculum

  • The most notable endeavour was that of the Visible Animal Project (VAP) [19], where a high-resolution 3D database of the dog trunk was created with the intention of being used as the basis of further interactive reconstructions

  • Surface generation and post-processing of the model resulted in the development of a 3D reconstruction of the canine skull, brain and associated vasculature

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Summary

Introduction

The use of modern technology and virtual reconstructions has been commonly used in anatomical education within the medical curriculum. Whole and partial datasets certainly have been developed using similar techniques to the VHP like a frog [16], a rat brain [17], and an equine metacarpophalangeal joint [18]. Despite these attempts, few have been fully exploited for educational purposes and were mostly lacking the level of detail required by veterinary students. While the quality of this model certainly exceeded those that had gone before it, it lacked detail of the cranial anatomy, in particular the vasculature, a region that is notoriously difficult for students to understand

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