21,432 research outputs found

    Review of innovative immersive technologies for healthcare applications

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    Immersive technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), can connect people using enhanced data visualizations to better involve stakeholders as integral members of the process. Immersive technologies have started to change the research on multidimensional genomic data analysis for disease diagnostics and treatments. Immersive technologies are highlighted in some research for health and clinical needs, especially for precision medicine innovation. The use of immersive technology for genomic data analysis has recently received attention from the research community. Genomic data analytics research seeks to integrate immersive technologies to build more natural human-computer interactions that allow better perception engagements. Immersive technologies, especially VR, help humans perceive the digital world as real and give learning output with lower performance errors and higher accuracy. However, there are limited reviews about immersive technologies used in healthcare and genomic data analysis with specific digital health applications. This paper contributes a comprehensive review of using immersive technologies for digital health applications, including patient-centric applications, medical domain education, and data analysis, especially genomic data visual analytics. We highlight the evolution of a visual analysis using VR as a case study for how immersive technologies step, can by step, move into the genomic data analysis domain. The discussion and conclusion summarize the current immersive technology applications’ usability, innovation, and future work in the healthcare domain, and digital health data visual analytics

    Quick-Time VRTM: when medical education meets virtual reality

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    Learning medicine is a difficult process to undertake, partially due to the complexity of the subject and limitations of traditional methods of teaching (lectures, textbooks, laboratory and anatomical dissections). These resources have been effective for decades, even though presenting intrinsic drawbacks. Textbooks are non-interactive education tools and do not provide any three dimensional experience. Cadaver dissection is an invaluable aid to learn anatomy. It provides an immersive, interactive experience allied with an inimitable tactile feedback. However, it has several limitations, including availability of specimens, costs and a substantial time commitment. Computer based virtual reality methods may overcome these drawbacks and provide interesting alternatives for medical training. Technological advances have generated great expectations for the use of computer-based virtual reality technologies in medical education, mainly anatomy and surgery. However, these Virtual Reality tools for general medical education are expensive due to the equipment necessary to create highly detailed, immersive three-dimensional image environments with real time friendly user interactivity. The concepts of Virtual Reality methods that generate immersive environments, as well as those that create simulated objects with interactive viewing features may be contemplated by the QuickTimeTM which is one of the technologies that can be successfully used for interactive, photorealistic displaying of medical images (radiological, anatomical and histological) and interaction on current generation of personal computers at a low and accessible cost. In this paper, the authors provide an overview of the Quick Time Virtual Reality methods aimingLearning medicine is a difficult process to undertake, partially due to the complexity of the subject and limitations of traditional methods of teaching (lectures, textbooks, laboratory and anatomical dissections). These resources have been effective for decades, even though presenting intrinsic drawbacks. Textbooks are non-interactive education tools and do not provide any three dimensional experience. Cadaver dissection is an invaluable aid to learn anatomy. It provides an immersive, interactive experience allied with an inimitable tactile feedback. However, it has several limitations, including availability of specimens, costs and a substantial time commitment. Computer based virtual reality methods may overcome these drawbacks and provide interesting alternatives for medical training. Technological advances have generated great expectations for the use of computer-based virtual reality technologies in medical education, mainly anatomy and surgery. However, these Virtual Reality tools for general medical education are expensive due to the equipment necessary to create highly detailed, immersive three-dimensional image environments with real time friendly user interactivity. The concepts of Virtual Reality methods that generate immersive environments, as well as those that create simulated objects with interactive viewing features may be contemplated by the QuickTimeTM which is one of the technologies that can be successfully used for interactive, photorealistic displaying of medical images (radiological, anatomical and histological) and interaction on current generation of personal computers at a low and accessible cost. In this paper, the authors provide an overview of the Quick Time Virtual Reality methods aiming to introduce them to medical educators and illustrate their application on medical training

    Évaluation d'une nouvelle expérience clinique immersive en réalité virtuelle pour améliorer le programme d'éducation médicale

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    Implication Statement Medical students often find the transition to clerkship challenging and stressful.  The use of virtual reality (VR) technologies such as screen-based learning, 360-video and immersive VR using head-mount-devices is becoming more utilized in medical education. Immersive technologies in particular have been shown to lead to greater enthusiasm and provide higher knowledge gain for students compared to screen-based VR. The University of British Columbia Faculty of Medicine has developed a novel immersive patient experience using VR to enhance the clinical skills program and evaluate student perception regarding its formal integration into curricula. Students reported positive feedback on the experience, and interest in more immersive learning opportunities in future sessions. VR technology has the potential to enhance medical education and provide a safe immersive learning environment to build clinical acumen.Énoncé des implications de la recherche Les étudiants en médecine trouvent souvent la transition vers l'externat difficile et stressante.  L'utilisation des technologies de réalité virtuelle (RV), telles que l'apprentissage sur écran, la vidéo à 360° et la RV immersive à l'aide d'appareils montés sur la tête, est de plus en plus répandue dans l'éducation médicale. Il a été démontré que les technologies immersives, en particulier, suscitent un plus grand enthousiasme et permettent aux étudiants d'acquérir davantage de connaissances que la RV sur écran. La faculté de médecine de l'Université de la Colombie-Britannique a mis au point une nouvelle expérience immersive du patient en utilisant la RV pour améliorer le programme de compétences cliniques et évaluer la perception des étudiants concernant son intégration formelle dans les programmes d'études. Les étudiants ont fait part de leurs réactions positives à l'égard de l'expérience et de leur intérêt pour des possibilités d'apprentissage plus immersives dans les sessions futures. La technologie de la RV a le potentiel d'améliorer l'éducation médicale et de fournir un environnement d'apprentissage immersif sûr pour développer le sens clinique

    Extended Reality in the Operating Room: Robot-Assisted Orthopedics Surgery with Live and Interactive Streaming for Medical Students

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    Cursos e Congresos, C-155[Abstract] Traditionally, medical education comprises both theoretical learning in classrooms and clinical training in hospitals where students can gain clinical experience. This is mostly done on face-to-face teaching models, focused on the educational philosophy of “see one, do one, teach one”, was the standard teaching methodology in medical education. Medical education is transforming thanks to medical schools adopting innovations to new clinicians, such as immersive prepare techniques (extended reality): virtual reality, augmented reality and virtual reality. Immersive learning technologies, such as extended reality, can provide an engaging and interactive platform to generate a stimulating learning environment and with the recent development and increased accessibility of immersive technologies, educators have the potential to make simulation-based training more effective. By using holographic devices, such as Microsoft HoloLens 2®, and 5G wireless communicationswe intent to explore the innovative experience of a robot-assisted orthopaedic surgery, where the procedures were transmitted live stream to Pregraduate Medical Students using the Microsoft Remote Assist®. In addition, students had the opportunity to interact directly from a classroom to the operating room, asking to the surgeon about the procedures performed during surgery and get involved in the surgery, even remotely. At the end, students completed a questionnaire to evaluate the experience and the preliminary results made possible to assess the effectiveness of this experience and identify areas for improvement for future surgery transmission, revolutionizing the teaching and practice of surgeryCITIC is funded by the Xunta de Galicia through the collaboration agreement between the Consellería de Cultura, Educación, Formación Profesional e Universidades and the Galician universities for the reinforcement of the research centres of the Galician University System (CIGUS

    Community building and virtual teamwork in an online learning environment

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    In the world of OTIS, an online Internet School for occupational therapists, students from four European countries were encouraged to work collaboratively through problem based learning by interacting with each other in a virtual semi-immersive environment. This paper aims to explore the issues that there was little interaction between students from different tutorial groups and virtual teamwork developed in each of the cross cultural tutorial groups. Synchronous data from European students was captured during tutorial sessions and peer booked meetings and evidence suggests that communities of interest were established. It is possible to conclude that collaborative systems can be designed, which encourage students to build trust and teamwork in a cross cultural online learning environment. </p

    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context

    Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for Computational Astrophysics (MICA)

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    We describe the Meta-Institute for Computational Astrophysics (MICA), the first professional scientific organization based exclusively in virtual worlds (VWs). The goals of MICA are to explore the utility of the emerging VR and VWs technologies for scientific and scholarly work in general, and to facilitate and accelerate their adoption by the scientific research community. MICA itself is an experiment in academic and scientific practices enabled by the immersive VR technologies. We describe the current and planned activities and research directions of MICA, and offer some thoughts as to what the future developments in this arena may be.Comment: 15 pages, to appear in the refereed proceedings of "Facets of Virtual Environments" (FaVE 2009), eds. F. Lehmann-Grube, J. Sablating, et al., ICST Lecture Notes Ser., Berlin: Springer Verlag (2009); version with full resolution color figures is available at http://www.mica-vw.org/wiki/index.php/Publication
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