Virtual Reality and Augmented Reality for Children, Adolescents, and Adults with Communication Disability and Neurodevelopmental Disorders: a Systematic Review

Author(s):  
Benjamin Bailey ◽  
Lucy Bryant ◽  
Bronwyn Hemsley
2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


Author(s):  
Hasan Sumdani ◽  
Pedro Aguilar-Salinas ◽  
Mauricio J. Avila ◽  
Samuel R. Barber ◽  
Travis M. Dumont

Urology ◽  
2020 ◽  
Vol 143 ◽  
pp. 20-32 ◽  
Author(s):  
Nicole Wake ◽  
Jeffrey E. Nussbaum ◽  
Marie I. Elias ◽  
Christine V. Nikas ◽  
Marc A. Bjurlin

2021 ◽  
Vol 2 ◽  
Author(s):  
Xuanhui Xu ◽  
Eleni Mangina ◽  
Abraham G. Campbell

Background: Virtual Reality (VR) and Augmented Reality (AR) technologies provide a novel experiential learning environment that can revolutionize medical education. These technologies have limitless potential as they provide in effect an infinite number of anatomical models to aid in foundational medical education. The 3D teaching models used within these environments are generated from medical data such as magnetic resonance imaging (MRI) or computed tomography (CT), which can be dissected and regenerated without limitations.Methods: A systematic review was carried out for existing articles until February 11, 2020, in EMBASE, PubMed, Scopus, ProQuest, Cochrane Reviews, CNKI, and OneSearch (University College Dublin Library) using the following search terms: (Virtual Reality OR Augmented Reality OR mixed reality) AND [“head-mounted” OR “face-mounted” OR “helmet-mounted” OR “head-worn” OR oculus OR vive OR HTC OR hololens OR “smart glasses” OR headset AND (training OR teaching OR education)] AND (anatomy OR anatomical OR medicine OR medical OR clinic OR clinical OR surgery OR surgeon OR surgical) AND (trial OR experiment OR study OR randomized OR randomised OR controlled OR control) NOT (rehabilitation OR recovery OR treatment) NOT (“systematic review” OR “review of literature” OR “literature review”). PRISMA guidelines were adhered to in reporting the results. All studies that examined people who are or were medical-related (novel or expert users) were included.Result: The electronic searches generated a total of 1,241 studies. After removing duplicates, 848 remained. Of those, 801 studies were excluded because the studies did not meet the criteria after reviewing the abstract. The full text of the remaining 47 studies was reviewed. After applying inclusion criteria and exclusion criteria, a total of 17 studies (1,050 participants) were identified for inclusion in the review.Conclusion: The systematic review provides the current state of the art on head-mounted device applications in medical education. Moreover, the study discusses trends toward the future and directions for further research in head-mounted VR and AR for medical education.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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