A comparative study between a virtual reality heart anatomy system and traditional medical teaching modalities

2018 ◽  
Vol 23 (3) ◽  
pp. 229-234 ◽  
Author(s):  
Salsabeel F. M. Alfalah ◽  
Jannat F. M. Falah ◽  
Tasneem Alfalah ◽  
Mutasem Elfalah ◽  
Nadia Muhaidat ◽  
...  
Author(s):  
Matthias Kraus ◽  
Hanna Schafer ◽  
Philipp Meschenmoser ◽  
Daniel Schweitzer ◽  
Daniel A. Keim ◽  
...  

2015 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Hande Ayanoğlu ◽  
Emília Duarte ◽  
Júlia Teles

TITLE: Assessment of hazard perception from packages shapes: a comparison of visualization methos ABSTRACT User safety could be increased by package designs that promote an adequate hazard perception. Different methodologies are available to conduct studies about the influence of package variables on users’ perceptions. This paper presents a comparative study of two visualization methods (2D vs 3D) to assess hazard perception from household packages’ shape. Household Packages, Hazard Perception, Virtual Reality


Brachytherapy ◽  
2021 ◽  
Author(s):  
Romain Varnier ◽  
Odile Brière ◽  
Thomas Brouillard ◽  
Isabelle Martel-Lafay ◽  
Anne-Agathe Serre ◽  
...  

2021 ◽  
Author(s):  
Sara Arlati ◽  
Noël Keijsers ◽  
Gabriele Paolini ◽  
Giancarlo Ferrigno ◽  
Marco Sacco

Author(s):  
Roberto Pierdicca ◽  
Emanuele Frontoni ◽  
Maria Paola Puggioni ◽  
Eva Savina Malinverni ◽  
Marina Paolanti

Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interactive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmentation, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.


2019 ◽  
Vol 10 ◽  
Author(s):  
Adrián Borrego ◽  
Jorge Latorre ◽  
Mariano Alcañiz ◽  
Roberto Llorens

2019 ◽  
Vol 9 (3) ◽  
pp. 281-285 ◽  
Author(s):  
Mark Taubert ◽  
Lucie Webber ◽  
Timothy Hamilton ◽  
Madeleine Carr ◽  
Mark Harvey

BackgroundVirtual reality (VR) immersive environments have been shown to be effective in medical teaching. Our university hospital received funding from our deanery, Health Education in Wales, to film teaching videos with a 360-degree camera.AimsTo evaluate whether VR is an effective and acceptable teaching environment. VR headsets were set up for medical students who rotated through Velindre Cancer Hospital’s Palliative Care department.MethodsStudents were asked to put on a VR headset and experience a pre-recorded 27 min presentation on nausea and vomiting in palliative care settings. They subsequently viewed a radiotherapy treatment experience from a patient’s point of view.ResultsOf the 72 medical students who participated, 70 found the experience comfortable, with two students stating they felt the experience uncomfortable (1=headset too tight; 1=blurry visuals). Numerical scoring on ability to concentrate in VR from 0 to 10 (0=worst, 10=best) scored an average of 8.44 (range, 7–10). Asked whether this format suited their learning style, average score was 8.31 (range 6–10). 97.2 % (n=70) students stated that they would recommend this form of learning to a colleague, with one student saying he/she would not recommend and another stating he/she was unsure. Students left anonymous free-text feedback comments which helped frame future needs in this emerging area.DiscussionThis study suggests that there is room for exploring new ways of delivering teaching and expanding it more widely in palliative care and oncology, but also provides feedback on areas that need further careful attention. Comments from students included: “Might have been the novelty factor but I learnt more from this 20 min VR thing than I have from many lectures”.SummaryThe project has proved sufficiently popular in medical student feedback, that the VR experience is now available on YouTube and has been permanently introduced into routine teaching. Further 360-degree teaching environments have been filmed. Of note is that our 360-degree videos have been viewed in Africa, so this format of teaching could prove valuable due to its global reach.


Sign in / Sign up

Export Citation Format

Share Document