Serious Game for Medical Imaging in Fully Immersive Virtual Reality

M Callaghan, Hubert Cecotti, Benjamin Foucher, Stevens Joslain

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Citations (Scopus)
294 Downloads (Pure)

Abstract

Fully immersive virtual reality systems allow the
implementation of new immersive user interfaces and data
visualization applications that offer effective ways to interact
with multidimensional neuroimaging data. Learning to interpret
3D medical imaging scans can be an intimidating experience for
students given the large range of pathologies to visualize and the
relative placement(s) and location(s) of areas of interest, a process
which is further complicated by interacting with, manipulating,
and navigating through images across several possible views.
Gamification and Serious Games (SG) have proved to have
instructional benefits for teaching and learning. The adoption
and use of virtual reality in education is growing, driven by
the availability of more powerful and affordable virtual reality
(VR) headsets, allowing novel ways to interact with and explore
teaching material. This paper explores the use of VR to teach
the fundamentals of medical imaging interpretation and the
opportunities available in using immersive 3D visualizations to
understand the spatial relationships between parts of the body,
key organs, and their constituent parts. An integrated immersive
learning environment is presented that orientates and guides the
student through this process and assesses their subsequent level of
understanding. The use of gamification in this context to increase
student engagement and retention is discussed.
Original languageEnglish
Title of host publication2021 IEEE International Conference on Engineering, Technology & Education (TALE)
PublisherIEEE
Pages615 - 621
Number of pages7
ISBN (Electronic)978-1-6654-3687-8
ISBN (Print)978-1-6654-3688-5
DOIs
Publication statusPublished (in print/issue) - 24 Jan 2022
EventIEEE TALE International conference on engineering, technology, and education - Wuhan, Wuhan, China
Duration: 5 Dec 20218 Dec 2021
http://tale2021.org/index.html

Publication series

Name2021 IEEE International Conference on Engineering, Technology & Education (TALE)
PublisherIEEE
ISSN (Print)2374-0191
ISSN (Electronic)2470-6698

Conference

ConferenceIEEE TALE International conference on engineering, technology, and education
Abbreviated titleTALE2021
Country/TerritoryChina
CityWuhan
Period5/12/218/12/21
Internet address

Bibliographical note

Winner of best paper at IEEE TALE Conference

Keywords

  • virtual reality
  • medical imaging
  • neuroimaging
  • Gamification
  • gamification

Fingerprint

Dive into the research topics of 'Serious Game for Medical Imaging in Fully Immersive Virtual Reality'. Together they form a unique fingerprint.

Cite this