Virtual reality (VR) surgery using Oculus Rift and Leap Motion devices is a multi-sensory, holistic surgical training experience. A multimedia combination including 360° videos, three-dimensional interaction, and stereoscopic videos in VR has been developed to enable trainees to experience a realistic surgery environment. The innovation allows trainees to interact with the individual components of the maxillofacial anatomy and apply surgical instruments while watching close-up stereoscopic three-dimensional videos of the surgery. In this study, a novel training tool for Le Fort I osteotomy based on immersive virtual reality (iVR) was developed and validated. Seven consultant oral and maxillofacial surgeons evaluated the application for face and content validity. Using a structured assessment process, the surgeons commented on the content of the developed training tool, its realism and usability, and the applicability of VR surgery for orthognathic surgical training. The results confirmed the clinical applicability of VR for delivering training in orthognathic surgery. Modifications were suggested to improve the user experience and interactions with the surgical instruments. This training tool is ready for testing with surgical trainees.
Abstract-This paper details the development and testing of a serious-game based movement therapy aimed at encouraging stroke patients with upper limb motor disorders to practice physical exercises. The system contains a series of Virtual Reality (VR) games. A framework for VR movement therapy is described which consists of a number of serious games designed to encourage patients' physical activity in highly motivating, virtual environments where various factors such as size and gravity can be scaled to adapt to individual patient's abilities and in-game performance. Another goal of this study is to determine whether the provision of serious games based interventions improves motor outcome after stroke. A pilot study with 8 participants who have a first hemispheric stroke shows improvements on impairment measurement and functional measurement shortly after completion of the intervention and 6 weeks after the intervention. Despite its limitations the findings of this study support the effectiveness of serious games in the treatment of participants with hemiplegia. The study also raises awareness of the benefits of using serious games in movement therapy after stroke.
Augmented reality is a field with a versatile range of applications used in many fields including recreation and education. Continually developing technology spanning the last decade has drastically improved the viability for augmented reality projects now that most of the population possesses a mobile device capable of supporting the graphic rendering systems required for them. Education in particular has benefited from these technological advances as there are now many fields of research branching into how augmented reality can be used in schools. For the purposes of Holocaust education however, there has been remarkable little research into how Augmented Reality can be used to enhance its delivery or impact. The purpose of this study is to speculate regarding the following questions: How is augmented reality currently being used to enhance history education? Does the usage of augmented reality assist in developing long-term memories? Is augmented reality capable of conveying the emotional weight of historical events? Will augmented reality be appropriate for teaching a complex field such as the Holocaust? To address these, multiple studies have been analysed for their research methodologies and how their findings may assist with the development of Holocaust education.
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