2019
DOI: 10.1007/978-3-030-11548-7_38
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Augmented Reality Gamification for Human Anatomy

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Cited by 7 publications
(3 citation statements)
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“…In our case, the exploded shot, consisting of two 38 Special caliber bullets fused together, due to the significant loss of speed of the "tandem bullets, " caused by the greater mass, hit the body of the subject involved with minimal kinetic energy and penetrating potential. We believe that further ballistic studies should be conducted on a cadaveric model by exploiting cadaveric donation programs for scientific research purposes and augmented reality anatomy program (Argo et al 2019), in order to investigate the wide spectrum of possible injuries that can occur, also simulating the effects of unjacketed tandem bullets (Pallocci et al 2020).…”
Section: Discussionmentioning
confidence: 99%
“…In our case, the exploded shot, consisting of two 38 Special caliber bullets fused together, due to the significant loss of speed of the "tandem bullets, " caused by the greater mass, hit the body of the subject involved with minimal kinetic energy and penetrating potential. We believe that further ballistic studies should be conducted on a cadaveric model by exploiting cadaveric donation programs for scientific research purposes and augmented reality anatomy program (Argo et al 2019), in order to investigate the wide spectrum of possible injuries that can occur, also simulating the effects of unjacketed tandem bullets (Pallocci et al 2020).…”
Section: Discussionmentioning
confidence: 99%
“…AR/VR and MR are commonly known as immersive technologies capable of enabling immersivity: the user's perception to being part of a non-physical world. Research on immersive technologies have drawn attention by showing fertile ground for supporting several application domains related to culture [12,20], medicine [2,3,14], education [16,13] and much more. In detail, Virtual Reality simulates a realistic environment [25] by allowing the user to behave like he would do in the real world, for instance by moving around and exploring the digital environment.…”
Section: Introductionmentioning
confidence: 99%
“…AR/VR and MR enable the user to achieve an immersive experience, that is the perception of being part of a non-physical world, fostering the focus on the main activity to carry on avoiding distractions. Research on immersive technologies is ongoing and worthy to be more investigated since they provide fertile ground for supporting several application domains related to culture [11,22], medicine [2,3,13], education [16,12] and much more.…”
Section: Introductionmentioning
confidence: 99%