Medical education is a dynamic field that witnesses continuous evolution and development. The employment of Virtual Reality (VR) based visualization and training environments in the delivery of anatomy teaching transfers the learning experience from one that involves memorising the structures without a true understanding of the 3-Dimensional (3D) relations, to a process that involves a thorough understanding of the structure based on visualisation rather than memorising, which makes the learning process more efficient and enjoyable, and less time consuming. This paper describes the development of a Virtual Reality and 3D visualisation system for anatomy teaching. The developed system offers a real-time 3D representation of the heart in an interactive VR environment that provides self-directed learning and assessment tools through a variety of interfaces and functionalities. To ensure the accuracy and precision of the developed system it was evaluated by a group of medical professionals.
The re-kindled fascination in machine learning (ML), observed over the last few decades, has also percolated into natural sciences and engineering. ML algorithms are now used in scientific computing, as well as in data-mining and processing. In this paper, we provide a review of the state-of-the-art in ML for computational science and engineering. We discuss ways of using ML to speed up or improve the quality of simulation techniques such as computational fluid dynamics, molecular dynamics, and structural analysis. We explore the ability of ML to produce computationally efficient surrogate models of physical applications that circumvent the need for the more expensive simulation techniques entirely. We also discuss how ML can be used to process large amounts of data, using as examples many different scientific fields, such as engineering, medicine, astronomy and computing. Finally, we review how ML has been used to create more realistic and responsive virtual reality applications.
Dashboards in modern vehicular interiors, accommodate multiple infotainment systems that allow continuous flow of non-essential information in order to maintain driver connectivity. This results in distraction of the driver's attention from the primary task of driving, leading to a higher probability of collisions. This paper presents a novel Head-Up Display (HUD) system which utilizes gesture recognition for direct manipulation of the visual interface. The HUD is evaluated in contrast to a typical Head-Down Display (HDD) system by 20 users in a high-fidelity Virtual Reality driving simulator. The preliminary results from a rear collision simulation scenario indicate a reduction in collision occurrences of 45% with the use of HUD. The paper overall presents the system design challenges and user evaluation results.
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