Abstract
Even though we live in a high tech world some of the learning techniques used in medical schools are outdated or are not taking advantage of the latest technologies available. This is partially due to the cost associated with adopting new and ever-changing technologies in emerging economies and lacking awareness of their existence. We created an application that has the potential to help students train themselves better by using Augmented Reality and gamification techniques. It detects the student’s face through the laptop or phone camera and maps realistic skin conditions on the detected face, prompting the student to recognize them. With the overwhelmingly positive response from the surveys, the application should deepen student knowledge of pathologies.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Azuma, R.T.: A survey of augmented reality. Presence Teleoper. Virtual Environ. 6(4), 355–385 (1997)
Barsom, E.Z., Graafland, M., Schijven, M.P.: Systematic review on the effectiveness of augmented reality applications in medical training. Surg. Endoscopy 30(10), 4174–4183 (2016)
Bharathan, R., Vali, S., Setchell, T., Miskry, T., Darzi, A., Aggarwal, R.: Psychomotor skills and cognitive load training on a virtual reality laparoscopic simulator for tubal surgery is effective. Eur. J. Obstet. Gynecol. Reprod. Biol. 169(2), 347–352 (2013)
Botden, S.M.B.I., Jakimowicz, J.J.: What is going on in augmented reality simulation in laparoscopic surgery? Surg. Endoscopy 23(8), 1693 (2009)
Bradley, P.: The history of simulation in medical education and possible future directions. Med. Educ. 40(3), 254–262 (2006)
Chu, M.W.A., et al.: Augmented reality image guidance improves navigation for beating heart mitral valve repair. Innovations 7(4), 274–281 (2012)
Ciuciu, I., Tang, Y.: A Personalized and Collaborative eLearning Materials Recommendation Scenario Using Ontology-Based Data Matching Strategies. In: Meersman, R., Dillon, T., Herrero, P. (eds.) OTM 2010. LNCS, vol. 6428, pp. 575–584. Springer, Heidelberg (2010). https://doi.org/10.1007/978-3-642-16961-8_81
Delbiaggio, N., et al.: A comparison of facial recognition’s algorithms (2017)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification, vol. 11, pp. 9–15 (2011)
Dicheva, D., Dichev, C., Agre, G., Angelova, G., et al.: Gamification in education: a systematic mapping study. Educ. Technol. Soc. 18(3), 75–88 (2015)
Dunleavy, M.: Design principles for augmented reality learning. TechTrends 58(1), 28–34 (2014)
Eleftheria, C.A., Charikleia, Iason, C.G., Athanasios, T., Dimitrios, T.: An innovative augmented reality educational platform using gamification to enhance lifelong learning and cultural education. In: IISA 2013, pp. 1–5. IEEE (2013)
Ferrer, V., Perdomo, A., Rashed-Ali, H., Fies, C., Quarles, J.: How does usability impact motivation in augmented reality serious games for education? In: 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pp. 1–8. IEEE (2013)
Holden, C.: The local games lab abq: homegrown augmented reality. TechTrends 58(1), 42–48 (2014)
Hondori, H.M., Khademi, M., Dodakian, L., Cramer, S.C., Lopes, C.V.: A spatial augmented reality rehab system for post-stroke hand rehabilitation. In: MMVR, vol. 184, pp. 279–285 (2013)
National Cancer Institute. Melanoma treatment’for health professionals (pdq®)2015
Kamphuis, C., Barsom, E., Schijven, M., Christoph, N.: Augmented reality in medical education? Persp. Med. Educ. 3(4), 300–311 (2014)
McCoy, L., Lewis, J.H., Dalton, D.: Gamification and multimedia for medical education: a landscape review. .J. Am. Osteopath. Assoc 116(1), 22–34 (2016)
Mokadam, N.A., et al.: Gamification in thoracic surgical education: using competition to fuel performance. J. Thor. Cardiovasc. Surg. 150(5), 1052–1058 (2015)
Nevin, C.R., et al.: Gamification as a tool for enhancing graduate medical education. Postgrad. Med. J. 90(1070), 685–693 (2014)
Noor, N.M., Yusoff, F.H., Yussof, R.L., Ismail, M.: The potential use of augmented reality in gamification. In: 5th International Conference on Computing and Informatics Proceedings, Istanbul, Turkey, pp. 159–167 (2015)
World Health Organization. Herpes simplex virus (2017)
Rohrich, R.J., Janis, J.E., Pownell, P.H.: Xanthelasma palpebrarum: a review and current management principles. Plastic Reconstruct. Surg. 110(5), 1310–1314 (2002)
Schout, B.M.A., et al.: Transfer of cysto-urethroscopy skills from a virtual-reality simulator to the operating room: a randomized controlled trial. BJU Int. 106(2), 226–231 (2010)
Schreuder, H.W.R., Oei, G., Maas, M., Borleffs, J.C.C., Schijven, M.P.: Implementation of simulation in surgical practice: minimally invasive surgery has taken the lead: the Dutch experience. Med. Teach. 33(2), 105–115 (2011)
Schroeter, R., Oxtoby, J., Johnson, D.: Ar and gamification concepts to reduce driver boredom and risk taking behaviours. In Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, pp. 1–8 (2014)
Shatz, I.: Using gamification and gaming in order to promote risk taking in the language learning process. In: Proceedings of the 13th Annual MEITAL National Conference, Haifa, Israel, pp. 227–232 (2015)
Stewart, B.W.K.P., Wild, C.P., et al.: World cancer report 2014 (2014)
Vanderbilt, A.A., et al.: Randomized controlled trials: a systematic review of laparoscopic surgery and simulation-based training. Global J. Health Sci. 7(2), 310 (2015)
Viola, P., Jones, M., et al.: Rapid object detection using a boosted cascade of simple features. CVPR 1(1), 511–518 (2001)
Whitley, R.J., Roizman, B.: Herpes simplex virus infections. The Lancet 357(9267), 1513–1518 (2001)
Phillip Ian Wilson and John Fernandez: Facial feature detection using haar classifiers. J. Comput. Sci. Coll. 21(4), 127–133 (2006)
Yuen, S.C.Y., Yaoyuneyong, G., Johnson, E.: Augmented reality: an overview and five directions for ar in education. J. Educ. Technol. Dev. Exchange (JETDE) 4(1), 11 (2011)
Zhu, E., Hadadgar, A., Masiello, I., Zary, N.: Augmented reality in healthcare education: an integrative review. PeerJ 2, e469 (2014)
Jenni, M., Jonna, K., Juho, H.: Gamification of education and learning: a review of empirical literature. In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018 (2018)
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., Hides, L.: Gamification for health and wellbeing: a systematic review of the literature. Internet Intervent. 6, 89–106 (2016)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Zsigmond, I., Buhai, A. (2021). Augmented Reality in Medical Education, an Empirical Study. In: Gervasi, O., et al. Computational Science and Its Applications – ICCSA 2021. ICCSA 2021. Lecture Notes in Computer Science(), vol 12958. Springer, Cham. https://doi.org/10.1007/978-3-030-87016-4_45
Download citation
DOI: https://doi.org/10.1007/978-3-030-87016-4_45
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-87015-7
Online ISBN: 978-3-030-87016-4
eBook Packages: Computer ScienceComputer Science (R0)