4,855 research outputs found

    Interactive teaching environment for diagnostic radiography with real-time X-ray simulation and patient positioning

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    PURPOSE: Traditional undergraduate radiographer training mixes academic lectures and clinical practice. Our goal is to bridge the current disconnection between theory and practice in a safe environment, avoiding the risk of radiation for both practitioners and patients. To this end, this research proposes a new software to teach diagnostic radiography using real-time interactive X-ray simulation and patient positioning. METHODS: The proposed medical simulator is composed of three main modules. A fast and accurate character animation technique is in charge of simulating the patient positioning phase and adapts their internal anatomy accordingly. gVirtualXRay is an open-source X-ray simulation library and generates the corresponding radiographs in real time. Finally, the courseware allows going through all the diagnostic radiology steps from the patient positioning and the machine configuration to the final image enhancing. RESULTS: A face and content validation study has been conducted; 18 radiology professionals were recruited to evaluate our software using a questionnaire. The results show that our tool is realistic in many ways (72% of the participants agreed that the simulations are visually realistic), useful (67%) and suitable (78%) for teaching X-ray radiography. CONCLUSIONS: The proposed tool allows simulating the most relevant steps of the projectional radiography procedure. The virtual patient posing system and X-ray simulation module execute at interactive rates. These features enable the lectures to show their students the results of good and bad practices in a classroom environment, avoiding radiation risk

    3D PRINTING TECHNOLOGY IN HUMAN ANATOMY MODERN TEACHING AND LEARNING

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    There are various combinations of 3D printing technology and medical study process. The aim of this study was to summarize our first experience on 3D printing and outline how 3D printed models can be successfully used in Human Anatomy modern teaching and learning. In 2018 autumn semester, together with traditional methods, a three-dimensional (3D) printing has been introduced into Human Anatomy curriculum at Department of Morphology. In practical classes 39 groups of students from Faculty of Medicine 1st year together with 3 tutors used 3 different open source softwares to create anatomical models and prepared them for printing process. All anatomical models were produced using an FDM 3D printer, a Prusa i3 MK2 (Prusa Research). As methods for data collection were used our observational notes during teaching and learning, analysis of discussions between tutors and students, comments on the preparing and usability of the created and printed models. 3D printing technology offered students a powerful tool for their teaching, learning and creativity, provided possibility to show human body structures or variations. Presented data offered valuable information about current situation and these results were suitable for the further development of the Human Anatomy study course

    An investigation of mobile augmented reality-based learning features in cognitive and affective environments

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    This research focuses on the effectiveness of using mobile Augmented Reality (mAR) for learning. Prior research has focused primarily on developing virtual contents for Augmented Reality (AR) and has largely ignored AR in the mobile context. Herein, this research primarily aims to examine the effectiveness of learning through two modes: mobile Augmented Reality (mAR) and the Current Learning Mode (CLM). This research is extended to the development stage of a theoretical model, to evaluate the ability of mAR in improving the learning outcomes that guide a further consideration of growth in learning. The first phase of this thesis is to examine the impact of how mAR influences the learning outcomes in cognitive ability and affective learning outcomes. The cognitive outcome was measured by the experimental method of using pre/ post-test performance achievement, while the affective learning outcome was measured by perceived usefulness, self-efficacy and satisfaction. This research contributes to cognitive ability and affective learning by investigating the differences in the learning outcomes and performance achievements of mAR within a self-centred learning environment, a classroom. The findings show that students’ performance achievement, learning outcomes, perceived learning effectiveness and self-efficacy were greater in the mAR group, as compared to the CLM group. Second, a theoretical model was developed and analysed using Structural Equation Modelling (SEM). SEM examines significant relationships between the determinants that integrate and facilitate effective mAR-based learning environments. SEM produces a feasible alternative in measuring the causal relationship amongst the constructs. This model evaluates to implement mAR as a learning aid in student-centred learning and to evaluate the motivation among students through the features of mAR, due to the absence of an in-depth understanding of the motivation of mAR-based learning from the current literature. This model also provides an insight into the causal factors amongst the dimensions of mAR. Finally, in the model, the moderating effects of students’ characteristics, which include their experience and age, are investigated to determine the factors influencing mAR. The findings of this research will help to verify the learning effectiveness of mAR, to improve the learning experiences, learning outcomes and performance achievements of students. Based on the results, it is confirmed that mAR can be leveraged upon and used as an optimum learning tool, exemplifying the use of technology within an educational context. In the aspects of information retention and learning outcome enhancement, mAR is significant in education as it facilitates students’ understanding by supporting abstract ideas throughout the course, enabling the students to learn in a limited period. Based on the results, it can be concluded that mAR is a technology that aids students with a better understanding of the subject matter and hence, resulting in greater motivation. With regards to the model fitness via the analysis of goodness-of-fit, all the results are confirmed as appropriate and good fit. Also, the model also shows a positive causal path from the mAR features’ determinant. The thesis can also assist educational administrators and educational policy makers in gauging the importance of mAR as a learning tool. This helps mainly to overcome the issue of educators being criticised for the lack of real-life experience that is being exposed to students at the university level. Furthermore, academia can use the model’s findings as appropriate groundwork to initiate other related studies, and this will help to fill the gap in the mAR learning area

    VeLight:A 3D virtual reality tool for CT-based anatomy teaching and training

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    Abstract: For doctors and other medical professionals, the human body is the focus of their daily practice. A solid understanding of how it is built up, that is, the anatomy of the human body, is essential to ensure safe medical practice. Current anatomy education takes place either using text books or via dissecting human cadavers, with text books being the most traditional way to learn anatomy due to the cost of the alternatives. However, printed media offer only a 2D perception of a part of the human body. Although dissection of human cadavers can give a more direct observation and interaction with human bodies, it is extremely costly because of the need of preserving human bodies and maintaining dissection rooms. To solve this issue, we developed VeLight, a system with which students can learn anatomy based on CT datasets using a 3D Virtual Reality display (zSpace). VeLight offers simple and intuitive interactions, and allows teachers to design their own courses using their own material. The system offers an interactive, depth-perceptive learning experience and improves the learning process. We conducted an informal user study to validate the effectiveness of VeLight. The results show that participants were able to learn and remember how to work with VeLight very quickly. All participants reported enthusiasm for the potential of VeLight in the domain of medical education. Graphic Abstract: [Figure not available: see fulltext.

    Examination and Assessment of Commercial Anatomical E-Learning Tools: Software Usability, Dual-Task Paradigms and Learning

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    Technological innovation is changing the landscape of higher education, and the competing interests and responsibilities of today’s learners have propelled the movement of post-secondary courses into the online environment. In the anatomical sciences, commercialized e-learning tools have become a critical component for teaching the intricacies of the human body when physical classroom space and cadaveric resources are limited. This dissertation comparatively assessed the impact of two commercial anatomical e-learning tools (1) a simple 2-dimensional e-learning tool (A.D.A.M. Interactive Anatomy) and (2) a complex tool that allows for a 3-dimensional perspective (Netter’s 3D Interactive Anatomy). The comparison was then extended to include a traditional visual-kinesthetic method of studying anatomy (i.e. a physical skeleton). Applying cognitive load theory and working memory limitations as guiding principles, a dual-task assessment with cross over design was used to evaluate cognitive load. Students were assessed using baseline knowledge tests, observation task reaction times (a measure of cognitive load), mental rotation test scores (a measure of spatial ability) and anatomy post-tests (a measure of knowledge recall). Results from experiments carried out in this thesis suggest that the value of commercial anatomical e-learning tools cannot be assessed adequately on the basis of an educator’s, or a software developer’s, intuition alone. Despite the delivery benefits offered by e-learning tools and the positive feedback they often receive, this research demonstrates that neither commercial e-learning tool conferred any instructional advantage over textbook images. In fact, later results showed that the visual-kinesthetic experience of physically manipulating a skeleton yielded major positive impacts on knowledge recall that A.D.A.M. Interactive Anatomy, as a visual only tool, failed to deliver. The results of this dissertation also suggest that the design of e-learning tools can differentially influence students based on their spatial ability. Moreover our results suggest that learners with low spatial ability may also struggle to relate anatomical knowledge if they are examined on contralateral images. By objectively assessing commercial anatomical e-learning tools against traditional, visual-kinesthetic modalities, educators can be confident that the learning tool they select will give their students the best chance to acquire an understanding of human anatomy

    The feasibility of virtual reality for anatomic training during temporal bone dissection course

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    Funding Information: The study was funded by the Academy of Finland (AD Grant No. 333525), State Research Funding of the Kuopio University Hospital (TT Grant No. 5551865, AD Grant No. 5551853), The Finnish ORL-HNS Foundation (TT Grant No. 20210002 and No. 20220027), North Savo Regional Fund (TT Grant No. 65202121, AD Grant No. 65202054), Finnish Cultural Foundation (TT Grant No. 00211098), and The Finnish Society of Ear Surgery. Publisher Copyright: Copyright © 2022 Timonen, Iso-Mustajärvi, Linder, Vrzakova, Sinkkonen, Luukkainen, Laitakari, Elomaa and Dietz.Introduction: In recent decades, the lack of educational resources for cadaveric dissections has complicated the hands-on otological surgical training of otorhinolaryngology residents due to the poor availability of cadaver temporal bones, facilities, and limited hours for practice. Since students must gain adequate and patient-safe surgical skills, novel training methods need to be considered. In this proof-of-concept study, a new virtual reality (VR) software is described; this was used during a national temporal bone dissection course where we investigated its feasibility for otological surgical training. Methods: A total of 11 otorhinolaryngology residents attended the annual 2-day hands-on temporal bone dissection course; they were divided into two groups with similar experience levels. Both groups received a lecture on temporal bone anatomy. A total of 22 cadaver temporal bones were harvested for the course; 11 of these bones were imaged by computed tomography. VR software designed for preoperative planning was then used to create 3D models of the imaged temporal bones. Prior to dissection training, the first group underwent a 30-min VR session, where they identified 24 surgically relevant anatomical landmarks on their individual temporal bone. The second group proceeded directly to dissection training. On the second day, the groups were switched. The feasibility of VR training was assessed with three different metrics: surgical performance evaluation using a modified Hopkins objective structured assessment of technical skill (OSATS), time for the surgical exposure of anatomical landmarks, and the user experience collected with a Likert scale questionnaire. Results: No differences were noted in the overall performance between the groups. However, participants with prior VR training had a lower mean time for surgical exposure of anatomical landmarks (antrum 22.09 vs. 27.64 min, p = 0.33; incus 60.00 vs. 76.00, p = 0.03; PSCC 71.83 vs. 88.50, p = 0.17) during dissection training. The participants considered VR beneficial for anatomy teaching, surgery planning, and training. Conclusion: This study demonstrated the feasibility of implementing VR training in a temporal bone dissection course. The VR training demonstrated that even short expert-guided VR sessions are beneficial, and VR training prior to the dissections has a positive effect on the time needed to perform surgical tasks while maintaining comparable performance scores.Peer reviewe

    VR4Health: personalized teaching and learning anatomy using VR

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    Virtual Reality (VR) is being integrated into many different areas of our lives, from industrial engineering to video-games, and also including teaching and education. We have several examples where VR has been used to engage students and facilitate their 3D spatial understanding, but can VR help also teachers? What are the benefits teachers can obtain on using VR applications? In this paper we present an application (VR4Health) designed to allow students to directly inspect 3D models of several human organs by using Virtual Reality systems. The application is designed to be used in an HMD device autonomously as a self-learning tool and also reports information to teachers in order that he/she becomes aware of what the students do and can redirect his/her work to the concrete necessities of the student. We evaluate both the students’ and the teachers’ perception by doing an experiment and asking them to fill-in a questionnaire at the end of the experiment.This study was partially funded by the Spanish Ministry of Science and Innovation (grant number TIN2017-88515-C2-1-R).Peer ReviewedPostprint (published version

    Training in temporal bone surgery: A review of current practices

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    The temporal bone consists of complex anatomy, and the presence of various vital structures in close proximity makes the surgery of temporal bone highly challenging. Such a surgery requires years of training under the direct observation of trainers. Over the course of history, different training models have been adopted by experts to help train the young surgeons in this complex procedure. Cadaveric dissections of the temporal bone remains the gold standard in training of residents as the cadavers present the actual anatomical details which the surgeons encounter while operating on patients. However, due to scarcity of available cadavers, their one-time-only usage and high cost of involved in such trainings, experts have developed newer techniques of training, including three-dimensional reconstruction models and virtual reality simulators. Most of the literature on simulation in training of residents focuses on anatomical understanding and development of the surgical technique. There has been significant improvement in these techniques over time. With the addition of haptic feedback in the newer virtual simulation models, simulation has edged closer to basic modules of temporal bone dissection. the current review article was planned to have an overview of the different techniques in detail that are currently being in used
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