391 research outputs found

    Research Avenues on use of Augmented Reality in Education

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    The use of Innovative technology in education enhances the grasping ability of the student to gain knowledge proactively and provides a platform for a constructive process of learning and understanding. Augmented Reality (AR) plays an essential role in active learning and critical thinking in the current information age because technology enables students to interact with the virtual world with an immersive experience. Moreover, the integration of AR in education has attracted researcher’s attention towards AR due to its immersive, naturalistic experience. Augmented reality plays a vital role in Medical Science, the Aviation industry, the Advertising industry, the Printing Industry, Maintenance, Tourism, Education, the Automobile industry and many more upcoming industries. The use of AR is going to be spread in the coming days. This paper comprises an overview and the study of augmented reality in different sectors. On emphasising the uses of AR in the education field, to give a real-life interactive experience to the user on his mobile. The review narrates the ability of AR, and applications of AR in the field of education such as science education, Industrial training, and biomedical education. The review summarises the potential of technology integration

    NextMed, Augmented and Virtual Reality platform for 3D medical imaging visualization

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    The visualization of the radiological results with more advanced techniques than the current ones, such as Augmented Reality and Virtual Reality technologies, represent a great advance for medical professionals, by eliminating their imagination capacity as an indispensable requirement for the understanding of medical images. The problem is that for its application it is necessary to segment the anatomical areas of interest, and this currently involves the intervention of the human being. The Nextmed project is presented as a complete solution that includes DICOM images import, automatic segmentation of certain anatomical structures, 3D mesh generation of the segmented area, visualization engine with Augmented Reality and Virtual Reality, all thanks to different software platforms that have been implemented and detailed, including results obtained from real patients. We will focus on the visualization platform using both Augmented and Virtual Reality technologies to allow medical professionals to work with 3d model representation of medical images in a different way taking advantage of new technologies

    A technology-aided multi-modal training approach to assist abdominal palpation training and its assessment in medical education

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    Kinaesthetic Learning Activities (KLA) are techniques for enhancing the motor learning process to provide a deep understanding of fundamental skills in particular disciplines. With KLA learning takes place by carrying out a physical activity to transform empirical achievements into representative cognitive understanding. In disciplines such as medical education, frequent hands-on practice of certain motor skills plays a key role in the development of medical students' competency. Therefore it is essential that clinicians master these core skills early on in their educational journey as well as retain them for the entirety of their career. Transferring knowledge of performing dexterous motor skills, such as clinical examinations, from experts to novices demands a systematic approach to quantify relevant motor variables with the help of medical experts in order to form a reference best practice model for target skills. Additional information (augmented feedback) on certain aspects of movements could be extracted from this model and visualised via multi-modal sensory channels in order to enhance motor performance and learning processes. This thesis proposes a novel KLA methodology to significantly improve the quality of palpation training in medical students. In particular, it investigates whether it is possible to enhance the existing abdominal palpation skills acquisition process (motor performance and learning) with provision of instructional concurrent and terminal augmented feedback on applied forces by the learner's hand via an autonomous multimodal displays. This is achieved by considering the following: identifying key motor variables with help of medical experts; forming a gold standard model for target skills by collecting pre-defined motor variables with an innovative quantification technique; designing an assessment criteria by analysing the medical experts' data; and systematically evaluating the impact of instructional augmented feedback on medical students' motor performance with two distinct assessment approaches(a machine-based and a human-based). In addition, an evaluation of performance on a simpler task is carried out using a game-based training method, to compare feedback visualisation techniques, such as concurrent visual and auditory feedback as used in a serious games environment, with abstract visualisation of motor variables. A detailed between-participants study is presented to evaluate the effect of concurrent augmented feedback on participants' skills acquisition in the motor learning process. Significant improvement on medical students' motor performance was observed when augmented feedback on applied forces were visually presented (H(2) = 6:033, p < :05). Moreover, a positive correlation was reported between computer-generated scores and human-generated scores, r = :62, p (one-tailed) < :05. This indicates the potential of the computer-based assessment technique to assist the current assessment process in medical education. The same results were also achieved in a blind-folded (no-feedback) transfer test to evaluate performance and short-term retention of skills in the game-based training approach. The accuracy in the exerted target force for participants in the game-playing group, who were trained using the game approach (Mdn = 0:86), differed significantly from the participants in control group, who trained using the abstract visualisation of the exerted force value (Mdn = 1:56), U = 61, z = -2:137, p < :05, r = -0:36. Finally, the usability of both motor learning approaches were surveyed via feedback questionnaires and positive responses were achieved from users. The research presented shows that concurrent augmented feedback significantly improves the participants' motor control abilities. Furthermore, advanced visualisation techniques such as multi-modal displays increases the participants' motivation to engage in learning and to retain motor skills

    A Web GIS-based Integration of 3D Digital Models with Linked Open Data for Cultural Heritage Exploration

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    This PhD project explores how geospatial semantic web concepts, 3D web-based visualisation, digital interactive map, and cloud computing concepts could be integrated to enhance digital cultural heritage exploration; to offer long-term archiving and dissemination of 3D digital cultural heritage models; to better interlink heterogeneous and sparse cultural heritage data. The research findings were disseminated via four peer-reviewed journal articles and a conference article presented at GISTAM 2020 conference (which received the ‘Best Student Paper Award’)
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