Skip to main content

Augmented Reality in Medical Education, an Empirical Study

  • Conference paper
  • First Online:
Computational Science and Its Applications – ICCSA 2021 (ICCSA 2021)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 12958))

Included in the following conference series:

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Even though we live in a high tech world some of the learning techniques used in medical schools are outdated or are not taking advantage of the latest technologies available.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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    https://unity.com/.

  2. 2.

    https://opencv.org/.

  3. 3.

    https://enoxsoftware.com/.

  4. 4.

    https://shadermap.com/home/.

References

  1. Azuma, R.T.: A survey of augmented reality. Presence Teleoper. Virtual Environ. 6(4), 355–385 (1997)

    Article  Google Scholar 

  2. 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)

    Article  Google Scholar 

  3. 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)

    Article  Google Scholar 

  4. 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)

    Article  Google Scholar 

  5. Bradley, P.: The history of simulation in medical education and possible future directions. Med. Educ. 40(3), 254–262 (2006)

    Article  Google Scholar 

  6. Chu, M.W.A., et al.: Augmented reality image guidance improves navigation for beating heart mitral valve repair. Innovations 7(4), 274–281 (2012)

    Article  Google Scholar 

  7. 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

    Chapter  Google Scholar 

  8. Delbiaggio, N., et al.: A comparison of facial recognition’s algorithms (2017)

    Google Scholar 

  9. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification, vol. 11, pp. 9–15 (2011)

    Google Scholar 

  10. 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)

    Google Scholar 

  11. Dunleavy, M.: Design principles for augmented reality learning. TechTrends 58(1), 28–34 (2014)

    Article  Google Scholar 

  12. 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)

    Google Scholar 

  13. 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)

    Google Scholar 

  14. Holden, C.: The local games lab abq: homegrown augmented reality. TechTrends 58(1), 42–48 (2014)

    Article  Google Scholar 

  15. 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)

    Google Scholar 

  16. National Cancer Institute. Melanoma treatment’for health professionals (pdq®)2015

    Google Scholar 

  17. Kamphuis, C., Barsom, E., Schijven, M., Christoph, N.: Augmented reality in medical education? Persp. Med. Educ. 3(4), 300–311 (2014)

    Article  Google Scholar 

  18. 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)

    Google Scholar 

  19. Mokadam, N.A., et al.: Gamification in thoracic surgical education: using competition to fuel performance. J. Thor. Cardiovasc. Surg. 150(5), 1052–1058 (2015)

    Article  Google Scholar 

  20. Nevin, C.R., et al.: Gamification as a tool for enhancing graduate medical education. Postgrad. Med. J. 90(1070), 685–693 (2014)

    Article  Google Scholar 

  21. 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)

    Google Scholar 

  22. World Health Organization. Herpes simplex virus (2017)

    Google Scholar 

  23. 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)

    Google Scholar 

  24. 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)

    Article  Google Scholar 

  25. 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)

    Article  Google Scholar 

  26. 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)

    Google Scholar 

  27. 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)

    Google Scholar 

  28. Stewart, B.W.K.P., Wild, C.P., et al.: World cancer report 2014 (2014)

    Google Scholar 

  29. 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)

    Google Scholar 

  30. Viola, P., Jones, M., et al.: Rapid object detection using a boosted cascade of simple features. CVPR 1(1), 511–518 (2001)

    Google Scholar 

  31. Whitley, R.J., Roizman, B.: Herpes simplex virus infections. The Lancet 357(9267), 1513–1518 (2001)

    Article  Google Scholar 

  32. Phillip Ian Wilson and John Fernandez: Facial feature detection using haar classifiers. J. Comput. Sci. Coll. 21(4), 127–133 (2006)

    Google Scholar 

  33. 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)

    Google Scholar 

  34. Zhu, E., Hadadgar, A., Masiello, I., Zary, N.: Augmented reality in healthcare education: an integrative review. PeerJ 2, e469 (2014)

    Article  Google Scholar 

  35. 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)

    Google Scholar 

  36. 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)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Imre Zsigmond .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

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)

Publish with us

Policies and ethics