scholarly journals Future of Neurology & Technology: Virtual and Augmented Reality in Neurology and Neuroscience Education: Applications and Curricular Strategies

Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.

Author(s):  
Guangchuan Li ◽  
David Rempel ◽  
Yue Liu ◽  
Carisa Harris-Adamson

Researchers have designed 3D (non-contacting) gestures for human-computer interaction (HCI) for desktop computers, automobiles, and augmented and virtual reality (AR/VR) to improve functionality, and experience. 3D gestures provide a method for HCI in clean and dirty environments and settings where both hands need to be free for other tasks such as warehouse work. However, long-term use of 3D gestures may pose a risk of musculoskeletal fatigue especially if the gestures require movement at larger joints such as the shoulder or elbow. Microgestures involve motions of just the fingers and hands thereby reducing muscle fatigue and distraction. Current microgesture lexicons are not well designed for VR or AR systems because of differences in interactive requirements of the commands and context for their use. The purpose of this study was to design microgestures for AR and VR that follow user experiences with existing gestures while considering application, user preference and hand/wrist postures.


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.


2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


2018 ◽  
Vol 108 (04) ◽  
pp. 251-256
Author(s):  
U. Bracht ◽  
M. Schlegel

Augmented- und Virtual-Reality-Brillen haben signifikante Fortschritte in ihrer technischen Leistungsfähigkeit gemacht. In diesem Fachartikel wird der aktuelle Stand der Technik von AR- und VR-Brillen beschrieben, die bisherigen Hemmnisse für die Verwendung in der Fabrikplanung erörtert und Einsatzpotenziale aufgezeigt, die sich durch die verbesserte Hardware erschließen lassen.   Virtual and Augmented Reality Glasses have made significant progress. This paper shows the current state of technology as well as previous impediments in usage and points out applications for an efficient factory planning.


2020 ◽  
Vol 12 (7) ◽  
pp. 2728
Author(s):  
Ferran Calabuig-Moreno ◽  
María Huertas González-Serrano ◽  
Javier Fombona ◽  
Marta García-Tascón

Technology has been gradually introduced into our society, and the field of education is no exception due to technology’s ability to improve the teaching–learning process. Furthermore, within the area of physical education (PE), its importance has been highlighted by the existence of specific apps for physical activity that can be used inside and outside the classroom to assess physical condition, as well as through the potential that virtual and augmented reality can have in such assessment. Therefore, the main objectives for this study were (1) to perform a bibliometric analysis of the articles published in the Web of Science (WoS) on technology in PE and (2) to analyze the articles published on augmented or virtual reality in PE found through this search. The results show that although studies on technology in PE (461 articles) have begun to consolidate over the last five years (there was a turning point in 2015), with the USA being the most influential country in this area, specific research on the use of augmented reality (AR) and virtual reality (VR) is still at a very early stage (22 articles with a small growth in 2017), with Spain being the most influential country; much more research is needed to achieve its consolidation.


2021 ◽  
pp. 110-118
Author(s):  
Олександр Володимирович Каратанов ◽  
Андрій Миколайович Биков ◽  
Марія Вадимівна Сергієнко ◽  
Дмитро Михайлович Мірошниченко

This study examines augmented reality, which imposes on the world around us virtual objects, characters, filters, or other effects through a special camera. Currently, augmented reality is considered potential for pedagogical programs and it is beginning to gain momentum and be actively used. The use of augmented reality technology opens up new opportunities that increase productivity and efficiency in various industries, improve communication and knowledge transfer and make distance learning more comfortable and realistic. However, the factor of reducing the cost of production or the educational process due to the introduction of augmented reality is not yet fully disclosed and requires a detailed analysis, part of which is conducted in this paper. The existing types of augmented, virtual and mixed reality technologies were analyzed, their comparison was made, the current place in the market was determined, as well as their influence and role in modern education. The paper presents examples of the use of augmented reality technology in various fields, including in production, which demonstrates a significant increase in efficiency and confirms the relevance. An overview of the premises and laboratories, which now use virtual and augmented reality technologies for the educational process. The article also describes the shortcomings of the educational process, which can be corrected by introducing augmented reality technology. The economic benefit of using augmented reality in the educational process on a real example was calculated, due to which the expediency of this implementation was proved. Elements of the educational process are considered, the replacement of which with augmented reality will make education cheaper, and this means more accessible. An example of markers used for an augmented reality application in the field of aircraft construction is given. The tendency of the application of augmented reality and use in the educational process for the next years is analyzed, the branches in which it can be applied are considered and the expediency of its use is confirmed.


2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


Author(s):  
K.N. Zhernova

Technologies of virtual and augmented reality are gaining popularity. Virtual reality is used in many areas, including beginning to be used in the field of information and computer security. In addition, virtual reality interfaces are also susceptible to attacks. However, there are still few works on research in this area. This article provides an overview of existing solutions to computer security problems using virtual and augmented reality interfaces, as well as an overview and classification of the identified threats for these interfaces themselves.


Author(s):  
Sebastiano Nucera ◽  
Gennaro Tartarisco ◽  
Aldo Epasto ◽  
Donatello Smeriglio ◽  
Alessandro Mazzeo ◽  
...  

Ubiquitous devices and wearable technologies are becoming smaller and more rich in features to meet user demands and applications. The emergence of ever more sophisticated technologies has created new relationships between real, virtual, and augmented world. This is quite evident, within educational contexts. This chapter will explore new learning approaches based on virtual and augmented reality technologies. Virtual and augmented realities dispense specific knowledge and information. This chapter will discuss augmented reality and education applications based on virtual reality. The chapter will differentiate between ways in which wearable technologies enhance and restructure teaching and learning processes. To circumscribe a well-defined level of analysis, the chapter will examine experiences of using wearable technology within educational contexts.


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