19 research outputs found
The Impact of Augmented Reality (AR) and Virtual Reality (VR) on Healthcare: A Systematic Review
Augmented Reality (AR) and Virtual Reality (VR) technologies have emerged as innovative tools with the potential to revolutionize healthcare delivery. This systematic review investigates the impact of AR and VR on healthcare outcomes, patient experiences, and clinical practice. Through a comprehensive synthesis of existing literature, this review aims to elucidate the potential benefits, challenges, and future directions of AR and VR in healthcare.
The review includes studies published between [specified timeframe] that examine the application of AR and VR in various healthcare settings, including medical education, surgical training, patient rehabilitation, pain management, and mental health interventions. Data extraction and synthesis are conducted following established guidelines for systematic reviews, including PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses).
Preliminary findings suggest that AR and VR technologies offer significant potential for enhancing medical education and training, providing immersive and interactive learning experiences for healthcare professionals. Moreover, AR and VR-based interventions have shown promise in improving patient outcomes, particularly in rehabilitation and pain management, by enhancing engagement, motivation, and adherence to treatment protocols.
However, the review also identifies several challenges and limitations associated with the implementation of AR and VR in healthcare, including technological barriers, cost considerations, and ethical concerns related to patient privacy and consent. Moreover, the heterogeneity of study designs and outcome measures hinders direct comparisons and generalizability of findings across studies.
In conclusion, this systematic review provides a comprehensive overview of the current state of research on the impact of AR and VR in healthcare. By synthesizing existing evidence and identifying key trends, challenges, and opportunities, this review aims to inform future research directions and guide the integration of AR and VR technologies into clinical practice
Surgical Planning and Additive Manufacturing of an Anatomical Model: A Case Study of a Spine Surgery
3D scanning technologies have promising solutions for medical needs such as anatomical models, biocompatible implants, and orthotic/prosthetic models. Although virtual presurgical planning offers more precise results, it may not be applied in every hospital because of the high costs. The aim of this study is to assess the accuracy of the suggested low-cost and effective surgical planning method by means of additive manufacturing to increase success rate of each surgery. In this study, a full spine model of a scoliosis patient was acquired and reconstructed in MIMICS software using different filters and parameters. Therefore, a comparison in terms of geometrical errors among each model was performed based on a reference model. Subsequently, patient-specific full spine model was manufactured using a three-dimensional printing method (fused deposition modeling) and utilized before the surgery. 3D surgical model reconstruction parameters such as wrap tool, binomial blur, and curvature flow filters produced high geometrical errors, while mean filter produced the lowest geometrical error. Furthermore, similarity results of the curvature flow and discrete Gaussian filters were close to mean filter. Smooth tool and mean filter produced almost the same volume of the reference model. Consequently, an ideal protocol for surgical planning of a spine surgery is defined with measurable accuracy. Thus, success rate of a spine surgery may be increased especially for the severe cases owing to the more accurate preoperative review: operability
Augmented Reality in Minimally Invasive Surgery
In the last 15 years Minimally Invasive Surgery, with techniques such as laparoscopy or endoscopy, has become very important and research in this field is increasing since these techniques provide the surgeons with less invasive means of reaching the patient’s internal anatomy and allow for entire procedures to be performed with only minimal trauma to the patient. The advantages of the use of this surgical method are evident for patients because the possible trauma is reduced, postoperative recovery is generally faster and there is less scarring. Despite the improvement in outcomes, indirect access to the operation area causes restricted vision, difficulty in hand-eye coordination, limited mobility handling instruments, two-dimensional imagery with a lack of detailed information and a limited visual field during the whole operation. The use of the emerging Augmented Reality technology shows the way forward by bringing the advantages of direct visualization (which you have in open surgery) back to minimally invasive surgery and increasing the physician's view of his surroundings with information gathered from patient medical images. Augmented Reality can avoid some drawbacks of Minimally Invasive Surgery and can provide opportunities for new medical treatments. After two decades of research into medical Augmented Reality, this technology is now advanced enough to meet the basic requirements for a large number of medical applications and it is feasible that medical AR applications will be accepted by physicians in order to evaluate their use and integration into the clinical workflow. Before seeing the systematic use of these technologies as support for minimally invasive surgery some improvements are still necessary in order to fully satisfy the requirements of operating physicians
Augmented Reality in Foreign Language Education: A Review of Empirical Studies (增强现实技术在外语教学中的应用:文献综述性研究)
This literature review examines how Augmented Reality (AR) has been used in foreign language learning. AR is a live view of reality that is augmented by computer-generated sound, image, or videos. It allows the user to interact with the real physical environment in an enhanced way. This study provides an overview of what AR is, its history, different definitions, and how it has been used in education in general. It summarizes how AR has been used in all aspects of foreign language education, including skill development (listening, speaking, reading and writing), vocabulary, grammar, culture, the aspect of affect in language learning, what AR tools were used, and a discussion of the advantages and disadvantages of AR in language learning. At the end of the article, the author suggests further research needed to support the widespread adoption of AR in foreign language education in general and in Chinese-as-a-Foreign-Language, specifically
AR Geography Textbooks
This paper describes the process of developing an Augmented Reality (AR) textbook
mobile application. This mobile application allowed the students to view the
superimposed virtual 3 dimensional animation objects in a fun and interactive manner
using the marker-less physical traditional textbooks as the interaction tool. The idea of
the whole project is to create a whole new and better learning experience that would be
able to captivate student's interest in study. Besides, the reason behind choosing the
Geography subject as the topic is because it is one of the subjects that has been teaches
to every students who are pursuing their studies in every secondary school located in
Malaysia. The author also believed that Geography subject is very important as it
provide us with the knowledge of the world around us. It is also related to etiquette as it
discussed the impact of both natural and manmade factors. Though each student will get
a free textbook under Textbook Loan Scheme (SPBT) sponsored by Ministry of
Education, the problem is that students might find the traditional textbooks dull and
boring considered the factor of these current generations are pretty tech-savvy these
days. Students in these generations are easily distracted and bored when they need to
learn from a traditional textbook. This is due to maybe they are always surrounded by
new technology and gadgets that can offered them a lot of entertainment which is very
interactive and fun. However, the use of augmented reality should solve this problem.
Augmented Reality (AR) is considered the best of both worlds, where, real and virtual
objects are combined in the real environment, that will allow the use of both technology
based application and a traditional physical textbooks, combining the benefits of both
and meeting the students and teachers midway. Although AR technology is not new, its
application on education sector is still not enough. The main aim of this research is to
develop an interactive AR textbook where it can create a whole new and better learning
experience that would be able to captivate student's interest in study. One of the
objectives of the study is to enhance the traditional textbooks by implementing an AR
technology. Meanwhile the scope of this project involves 3D modeling, texturing,
rigging and animation
Yiyecek-İçecek İşletmelerinde İnovasyon Ve Artırılmış Gerçeklik Uygulamaları Innovation And Augmented Reality Applications in Food And Beverage Companıes
Yiyecek içecek işletmelerinde teknolojik inovasyon uygulamaları yaygın olarak
kullanılmaktadır. Bu uygulamaların yiyecek içecek işletmeleri çerçevesinde daha
özgünve etkin farklılıklar yaratarak işletmelerin sürdürülebilir rekabet üstünlüğü elde
etmesine olanak sağladığı görülmektedir. Yiyecek içecek işletmeleri endüstrisine farklı
bir boyut kazandırabilecek teknolojik inovasyonlardan birisi de artırılmış gerçeklik
uygulamalarıdır. Bu araştırmanın amacı, inovasyon kavramını ve bu çerçevede bulunan
artırılmış gerçeklik uygulamalarını inceleyerek, yiyecek içecek işletmelerine entegre
edilmesi durumunda işletmelere sağlayacağı olası avantajlarını değerlendirmektir.
Araştırma kavramsal bir çalışma olup, inovasyon ve artırılmış gerçeklik kavramları ile
ilgili ulusal ve uluslararası detaylı bir literatür taraması yapılmış ve bu başlıklar yiyecek
içecek işletmeleri çerçevesinde birleştirilerek değerlendirilmiştir.
Technological innovation applications in food and beverage companies are
widely used. These applications seem to allow businesses to achieve sustainable
competitive advantage by creating more specific and effective differences within the
framework of food and beverage businesses. One of the technological innovations that
can bring a different dimension to the food and beverage industry is the augmented
reality applications. The purpose of this research is to examine innovation and
augmented reality practices in this framework and to assess possible benefits when
integrated into food and beverages businesses. The research is a conceptual study,
detailed national and international literature survey on innovation and augmented
reality has been conducted and these titles have been evaluated on the basis of food and
beverage businesses
An Interactive Augmented Reality Alphabet 3-Dimensional Pop-up Book For learning and Recognizing the English Alphabet
This document describes the process developing an Augmented Reality (AR) alphabet
book mobile application. Using only an android phone camera, the child could view the
superimposed virtual alphabet 3 dimensional objects in a fun and interactive manner using
the marker-less physical alphabet book as the interaction tool. The reason behind choosing
alphabet teaching as the topic of the book is that the Alphabet knowledge is the core
knowledge of any language. It is a jump-start for children to start reading and recognizing
words and sentences, thus learning the alphabet is extremely important, for many
researchers, emphasizing on how early, child’s education shapes the child’s successful
future. Though there are, a great deal of technology based alphabet books; parents still prefer
buying the old style physical books or some might use a virtual technology based book
application. The problem is that though the physical book possesses many benefits, that our
generation and the generations long before us, have experienced, yet from the current
generation children’s point of view, they may in fact find it dull and boring. For, it is
commonly recognized, that the current generation children are surrounded all around by
technology and gadgets, that can make them board, easily distracted, and may refuse to
willingly use a plain non-technology book to learn, and if using a virtual application, they
will lose the benefits offered by a physical book. Knowing this, the use of Augmented
Reality should solve such a problem. For Augmented Reality (AR) is considered the best of
both worlds, where, real and virtual objects are combined in the real environment, that will
allow the use of both technology based application and a traditional physical book,
combining the benefits of both and meeting the child and the parent midway. Although AR
technology is not new, its possible potential in education is just beginning to be investigated.
The main aim of this research is to develop an interactive 3-Dimentional alphabet pop-up
book, and using digital storytelling, to help teach children to learn and recognize the
alphabets. The objectives of the study are to enhance the interactions of the alphabet book,
by creating an android application that contains animated interactive 3-Dimentional models,
interactive sounds, songs and music. Furthermore, to investigate the use of digital
storytelling (music, sounds), interactions and animation effect in learning engagement,
through using the augmented reality technology. The scope of this project and research is
very wide, it includes the 3D modeling, texturing, rigging & animation, book design and
content decision research, furthermore, Augmented Reality and Android applicatio
AR Geography Textbooks
This paper describes the process of developing an Augmented Reality (AR) textbook
mobile application. This mobile application allowed the students to view the
superimposed virtual 3 dimensional animation objects in a fun and interactive manner
using the marker-less physical traditional textbooks as the interaction tool. The idea of
the whole project is to create a whole new and better learning experience that would be
able to captivate student's interest in study. Besides, the reason behind choosing the
Geography subject as the topic is because it is one of the subjects that has been teaches
to every students who are pursuing their studies in every secondary school located in
Malaysia. The author also believed that Geography subject is very important as it
provide us with the knowledge of the world around us. It is also related to etiquette as it
discussed the impact of both natural and manmade factors. Though each student will get
a free textbook under Textbook Loan Scheme (SPBT) sponsored by Ministry of
Education, the problem is that students might find the traditional textbooks dull and
boring considered the factor of these current generations are pretty tech-savvy these
days. Students in these generations are easily distracted and bored when they need to
learn from a traditional textbook. This is due to maybe they are always surrounded by
new technology and gadgets that can offered them a lot of entertainment which is very
interactive and fun. However, the use of augmented reality should solve this problem.
Augmented Reality (AR) is considered the best of both worlds, where, real and virtual
objects are combined in the real environment, that will allow the use of both technology
based application and a traditional physical textbooks, combining the benefits of both
and meeting the students and teachers midway. Although AR technology is not new, its
application on education sector is still not enough. The main aim of this research is to
develop an interactive AR textbook where it can create a whole new and better learning
experience that would be able to captivate student's interest in study. One of the
objectives of the study is to enhance the traditional textbooks by implementing an AR
technology. Meanwhile the scope of this project involves 3D modeling, texturing,
rigging and animation