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.
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 language | English |
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Title of host publication | 2021 IEEE International Conference on Engineering, Technology & Education (TALE) |
Publisher | IEEE |
Pages | 615 - 621 |
Number of pages | 7 |
ISBN (Electronic) | 978-1-6654-3687-8 |
ISBN (Print) | 978-1-6654-3688-5 |
DOIs | |
Publication status | Published (in print/issue) - 24 Jan 2022 |
Event | IEEE TALE International conference on engineering, technology, and education - Wuhan, Wuhan, China Duration: 5 Dec 2021 → 8 Dec 2021 http://tale2021.org/index.html |
Publication series
Name | 2021 IEEE International Conference on Engineering, Technology & Education (TALE) |
---|---|
Publisher | IEEE |
ISSN (Print) | 2374-0191 |
ISSN (Electronic) | 2470-6698 |
Conference
Conference | IEEE TALE International conference on engineering, technology, and education |
---|---|
Abbreviated title | TALE2021 |
Country/Territory | China |
City | Wuhan |
Period | 5/12/21 → 8/12/21 |
Internet address |
Bibliographical note
Winner of best paper at IEEE TALE ConferenceKeywords
- 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.Prizes
-
Best Paper Award at an International Conference IEEE TALE 2021
Callaghan, M. (Recipient), Cecotti, H. (Recipient), Foucher, B. (Recipient) & Joslain, S. (Recipient), 8 Dec 2021
Prize