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Combining virtual (Oculus Rift & Gear VR) and augmented reality with interactive applications to enhance tertiary medical and biomedical curricula

Published: 28 November 2016 Publication History

Abstract

In order to experience the inner-workings and anatomy of the human body, Bond University has developed a number of teaching resources where students rotate between a variety of modes: including Virtual Reality, using the Gear VR and Oculus Rift devices; Augmented Reality, using Samsung S7 Edge mobile devices and Galaxy Tab S2; and interactive applications running on laptops. These modules now form part of the Medical Program's Anatomy, and Biomedical Sciences Physiology curriculum. This Education Talk will detail our current research into the effectiveness of this program and its benefits to students, negative effects experienced from utilizing these devices, and provide best-practice information as to how other institutions could go about incorporating this technology into their STEM curricula. In addition, the presentation will describe the "10 tips regarding the integration of VR, AR and interactive software applications in University curricula", based on our research and experiences.

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References

[1]
Brewer, D. N., Wilson, T. D., Eagleson, R., and de Ribaupierre, S. 2012. Evaluation of neuroanatomical training using a 3D visual reality model. Studies in Health Technology and Informatics, 173, 85--91.
[2]
Chien, C.H., Chen, C.H., and Jeng, T.S. 2010. An interactive augmented reality system for learning anatomy structure. Paper presented at the Proceedings of the International MultiConference of Engineers and Computer Scientists.
[3]
Chittaro, L., and Ranon, R. 2007. Web3D technologies in learning, education and training: Motivations, issues, opportunities. Computers & Education, 49(1), 3--18.
[4]
Drake, R. L., McBride, J. M., Lachman, N., and Pawlina, W. (2009). Medical education in the anatomical sciences: the winds of change continue to blow. Anatomical Sciences Education, 2(6), 253--259.
[5]
Murgitroyd, E., Madurska, M., Gonzalez, J., and Watson, A. 2015. 3D digital anatomy modelling-Practical or pretty? The Surgeon, 13(3), 177--180.
[6]
Snelling, J., Sahai, A., and Ellis, H. 2003. Attitudes of medical and dental students to dissection. Clinical Anatomy, 16(2), 165--172.

Cited By

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  • (2023)Virtual reality: a technology to promote active learning of physiology for students across multiple disciplinesAdvances in Physiology Education10.1152/advan.00172.202247:3(594-603)Online publication date: 1-Sep-2023
  • (2022)The Use of Augmented Reality as an Aid in the Perception and Learning of Human Body Anatomical Structures by Students of Medical SchoolsLearning with Technologies and Technologies in Learning10.1007/978-3-031-04286-7_7(131-153)Online publication date: 13-Sep-2022
  • (2021)"Through the Solar System" ——XR science education system based on multiple monitors2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00096(428-429)Online publication date: Mar-2021
  • Show More Cited By

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  1. Combining virtual (Oculus Rift & Gear VR) and augmented reality with interactive applications to enhance tertiary medical and biomedical curricula

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    cover image ACM Conferences
    SA '16: SIGGRAPH ASIA 2016 Symposium on Education: Talks
    November 2016
    19 pages
    ISBN:9781450345453
    DOI:10.1145/2993363
    • Conference Chairs:
    • Miho Aoki,
    • Zhigeng Pan
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 28 November 2016

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    Author Tags

    1. STEM education
    2. augmented reality
    3. virtual reality

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    SA '16
    Sponsor:
    SA '16: SIGGRAPH Asia 2016
    December 5 - 8, 2016
    Macau

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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    Cited By

    View all
    • (2023)Virtual reality: a technology to promote active learning of physiology for students across multiple disciplinesAdvances in Physiology Education10.1152/advan.00172.202247:3(594-603)Online publication date: 1-Sep-2023
    • (2022)The Use of Augmented Reality as an Aid in the Perception and Learning of Human Body Anatomical Structures by Students of Medical SchoolsLearning with Technologies and Technologies in Learning10.1007/978-3-031-04286-7_7(131-153)Online publication date: 13-Sep-2022
    • (2021)"Through the Solar System" ——XR science education system based on multiple monitors2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00096(428-429)Online publication date: Mar-2021
    • (2020)Approximate Depth Shape Reconstruction for RGB-D Images Captured from HMDs for Mixed Reality ApplicationsJournal of Imaging10.3390/jimaging60300116:3(11)Online publication date: 5-Mar-2020
    • (2020)Using Holograms to Enhance Learning in Health Sciences and MedicineMedical Science Educator10.1007/s40670-020-01051-730:4(1351-1352)Online publication date: 24-Aug-2020
    • (2018)Development of a Simulator with HTC Vive Using Gamification to Improve the Learning Experience in Medical Students2018 Congreso Internacional de Innovación y Tendencias en Ingeniería (CONIITI)10.1109/CONIITI.2018.8587058(1-6)Online publication date: Oct-2018

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