2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH) 2017
DOI: 10.1109/segah.2017.7939285
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Developing Virtual Patients with VR/AR for a natural user interface in medical teaching

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Cited by 28 publications
(8 citation statements)
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“…22,30 The content on an HMD is always consistent with the user’s view because the display is head-mounted. 31 The HoloLens has an untethered and wireless design, displays holograms with a frame rate of 60 Hz, and weighs 580 g. 32 The Holographic Remoting Player application in Unity was used to stream virtual objects to the HoloLens. The position and orientation of holograms were expressed in a different reference system: the HoloLens reference frame.…”
Section: Methodsmentioning
confidence: 99%
“…22,30 The content on an HMD is always consistent with the user’s view because the display is head-mounted. 31 The HoloLens has an untethered and wireless design, displays holograms with a frame rate of 60 Hz, and weighs 580 g. 32 The Holographic Remoting Player application in Unity was used to stream virtual objects to the HoloLens. The position and orientation of holograms were expressed in a different reference system: the HoloLens reference frame.…”
Section: Methodsmentioning
confidence: 99%
“…The aim of this study was to evaluate the influence of MR technology on student motivation to learn cardiac anatomy and physiology in comparison to classroom instruction. While multiple uses of virtual reality and MR in medical education have been studied, little is known about how it effects motivation to learn (Kamphuis et al, 2014;Antoniou et al, 2017;Zielke, 2017;Hanna et al, 2018). We found the MR application primarily motivated students to learn by holding their attention through its design and the variety of examples and exercises it utilized.…”
Section: Discussionmentioning
confidence: 93%
“…Immersive VR and AR. There is a general understanding among researchers that increasing the level of immersion and realism of the simulations (e.g., using large volume displays, HMDs, spatialized 3D audio, higher fidelity graphics and animations) leads to more believable human-computer interactions [10,32], which in turns help improve the users' communication and empathic skills [47,67] and, ultimatley, the learning outcomes in general [42]. However, surprisingly, the use of IVR technologies in this specific context appears to be quite limited.…”
Section: Open Areas Of Researchmentioning
confidence: 99%
“…Only two VPs out of 21, i.e., Ochs [47] and CESTOL VR Clinic [59], mention the use of IVR, and AR appears to be completely unexplored. The primary obstacles to the adoption of IVR or AR in VP simulations seem to be the complexity, challenges and costs of development steps [67].…”
Section: Open Areas Of Researchmentioning
confidence: 99%