Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 6 de 6
Filter
Add more filters










Database
Language
Publication year range
1.
Anat Sci Educ ; 14(5): 590-604, 2021 Sep.
Article in English | MEDLINE | ID: mdl-32892494

ABSTRACT

In the context of gross anatomy education, novel augmented reality (AR) systems have the potential to serve as complementary pedagogical tools and facilitate interactive, student-centered learning. However, there is a lack of AR systems that enable multiple students to engage in collaborative, team-based learning environments. This article presents the results of a pilot study in which first-year medical students (n = 16) had the opportunity to work with such a collaborative AR system during a full-day gross anatomy seminar. Student performance in an anatomy knowledge test, conducted after an extensive group learning session, increased significantly compared to a pre-test in both the experimental group working with the collaborative AR system (P < 0.01) and in the control group working with traditional anatomy atlases and three-dimensional (3D) models (P < 0.01). However, no significant differences were found between the test results of both groups. While the experienced mental effort during the collaborative learning session was considered rather high (5.13 ± 2.45 on a seven-point Likert scale), both qualitative and quantitative feedback during a survey as well as the results of a System Usability Scale (SUS) questionnaire (80.00 ± 13.90) outlined the potential of the collaborative AR system for increasing students' 3D understanding of topographic anatomy and its advantages over comparable AR systems for single-user experiences. Overall, these outcomes show that collaborative AR systems such as the one evaluated within this work stimulate interactive, student-centered learning in teams and have the potential to become an integral part of a modern, multi-modal anatomy curriculum.


Subject(s)
Anatomy , Augmented Reality , Students, Medical , Anatomy/education , Curriculum , Educational Measurement , Humans , Learning , Pilot Projects , Teaching
2.
JMIR Mhealth Uhealth ; 8(5): e17804, 2020 05 26.
Article in English | MEDLINE | ID: mdl-32452815

ABSTRACT

BACKGROUND: Gait and balance impairments are common in neurological diseases, including stroke, and negatively affect patients' quality of life. Improving balance and gait are among the main goals of rehabilitation. Rehabilitation is mainly performed in clinics, which lack context specificity; therefore, training in the patient's home environment is preferable. In the last decade, developed rehabilitation technologies such as virtual reality and augmented reality (AR) have enabled gait and balance training outside clinics. Here, we propose a new method for gait rehabilitation in persons who have had a stroke in which mobile AR technology and a sensor-based motion capture system are combined to provide fine-grained feedback on gait performance in real time. OBJECTIVE: The aims of this study were (1) to investigate manipulation of the gait pattern of persons who have had a stroke based on virtual augmentation during overground walking compared to walking without AR performance feedback and (2) to investigate the usability of the AR system. METHODS: We developed the ARISE (Augmented Reality for gait Impairments after StrokE) system, in which we combined a development version of HoloLens 2 smart glasses (Microsoft Corporation) with a sensor-based motion capture system. One patient with chronic minor gait impairment poststroke completed clinical gait assessments and an AR parkour course with patient-centered performance gait feedback. The movement kinematics during gait as well as the usability and safety of the system were evaluated. RESULTS: The patient changed his gait pattern during AR parkour compared to the pattern observed during the clinical gait assessments. He recognized the virtual objects and ranked the usability of the ARISE system as excellent. In addition, the patient stated that the system would complement his standard gait therapy. Except for the symptom of exhilaration, no adverse events occurred. CONCLUSIONS: This project provided the first evidence of gait adaptation during overground walking based on real-time feedback through visual and auditory augmentation. The system has potential to provide gait and balance rehabilitation outside the clinic. This initial investigation of AR rehabilitation may aid the development and investigation of new gait and balance therapies.


Subject(s)
Augmented Reality , Stroke Rehabilitation , Gait , Humans , Male , Quality of Life , Walking
3.
Anat Sci Educ ; 12(6): 585-598, 2019 Nov.
Article in English | MEDLINE | ID: mdl-30697948

ABSTRACT

Early exposure to radiological cross-section images during introductory anatomy and dissection courses increases students' understanding of both anatomy and radiology. Novel technologies such as augmented reality (AR) offer unique advantages for an interactive and hands-on integration with the student at the center of the learning experience. In this article, the benefits of a previously proposed AR Magic Mirror system are compared to the Anatomage, a virtual dissection table as a system for combined anatomy and radiology teaching during a two-semester gross anatomy course with 749 first-year medical students, as well as a follow-up elective course with 72 students. During the former, students worked with both systems in dedicated tutorial sessions which accompanied the anatomy lectures and provided survey-based feedback. In the elective course, participants were assigned to three groups and underwent a self-directed learning session using either Anatomage, Magic Mirror, or traditional radiology atlases. A pre- and posttest design with multiple choice questions revealed significant improvements in test scores between the two tests for both the Magic Mirror and the group using radiology atlases, while no significant differences in test scores were recorded for the Anatomage group. Furthermore, especially students with low mental rotation test (MRT) scores benefited from the Magic Mirror and Anatomage and achieved significantly higher posttest scores compared to students with a low MRT score in the theory group. Overall, the results provide supporting evidence that the Magic Mirror system achieves comparable results in terms of learning outcome to established anatomy learning tools such as Anatomage and radiology atlases.


Subject(s)
Anatomy, Cross-Sectional/education , Augmented Reality , Computer-Assisted Instruction/methods , Education, Medical, Undergraduate/methods , Radiology/education , Adolescent , Adult , Computer-Assisted Instruction/instrumentation , Curriculum , Educational Measurement/statistics & numerical data , Female , Humans , Imaging, Three-Dimensional/methods , Male , Problem-Based Learning/methods , Students, Medical/psychology , Students, Medical/statistics & numerical data , Teaching , Tomography, X-Ray Computed/methods , Young Adult
4.
Anat Sci Educ ; 12(6): 599-609, 2019 Nov.
Article in English | MEDLINE | ID: mdl-30648818

ABSTRACT

Students in undergraduate premedical anatomy courses may experience suboptimal and superficial learning experiences due to large class sizes, passive lecture styles, and difficult-to-master concepts. This study introduces an innovative, hands-on activity for human musculoskeletal system education with the aim of improving students' level of engagement and knowledge retention. In this study, a collaborative learning intervention using the REFLECT (augmented reality for learning clinical anatomy) system is presented. The system uses the augmented reality magic mirror paradigm to superimpose anatomical visualizations over the user's body in a large display, creating the impression that she sees the relevant anatomic illustrations inside her own body. The efficacy of this proposed system was evaluated in a large-scale controlled study, using a team-based muscle painting activity among undergraduate premedical students (n = 288) at the Johns Hopkins University. The baseline knowledge and post-intervention knowledge of the students were measured before and after the painting activity according to their assigned groups in the study. The results from knowledge tests and additional collected data demonstrate that the proposed interactive system enhanced learning of the musculoskeletal system with improved knowledge retention (F(10,133)  = 3.14, P < 0.001), increased time on task (F(1,275)  = 5.70, P < 0.01), and a high level of engagement (F(9,273)  = 8.28, P < 0.0001). The proposed REFLECT system will be of benefit as a complementary anatomy learning tool for students.


Subject(s)
Augmented Reality , Computer-Assisted Instruction/methods , Education, Medical, Undergraduate/methods , Problem-Based Learning/methods , Anatomy , Computer-Assisted Instruction/instrumentation , Curriculum , Educational Measurement/statistics & numerical data , Female , Humans , Learning , Male , Paintings , Software , Students, Medical/psychology , Students, Medical/statistics & numerical data , Surveys and Questionnaires/statistics & numerical data , Young Adult
5.
IEEE Trans Vis Comput Graph ; 24(11): 2983-2992, 2018 11.
Article in English | MEDLINE | ID: mdl-30188832

ABSTRACT

Understanding, navigating, and performing goal-oriented actions in Mixed Reality (MR) environments is a challenging task and requires adequate information conveyance about the location of all virtual objects in a scene. Current Head-Mounted Displays (HMDs) have a limited field-of-view where augmented objects may be displayed. Furthermore, complex MR environments may be comprised of a large number of objects which can be distributed in the extended surrounding space of the user. This paper presents two novel techniques for visually guiding the attention of users towards out-of-view objects in HMD-based MR: the 3D Radar and the Mirror Ball. We evaluate our approaches against existing techniques during three different object collection scenarios, which simulate real-world exploratory and goal-oriented visual search tasks. To better understand how the different visualizations guide the attention of users, we analyzed the head rotation data for all techniques and introduce a novel method to evaluate and classify head rotation trajectories. Our findings provide supporting evidence that the type of visual guidance technique impacts the way users search for virtual objects in MR.


Subject(s)
Attention/physiology , Head/physiology , Imaging, Three-Dimensional/methods , Virtual Reality , Adult , Algorithms , Computer Graphics , Female , Humans , Male , Middle Aged , Young Adult
6.
Ann Anat ; 215: 71-77, 2018 Jan.
Article in English | MEDLINE | ID: mdl-29017852

ABSTRACT

When preparing young medical students for clinical activity, it is indispensable to acquaint them with anatomical section images which enable them to use the clinical application of imaging methods. A new Augmented Reality Magic Mirror (AR MM) system, which provides the advantage of a novel, interactive learning tool in addition to a regular dissection course, was therefore tested and evaluated by 880 first-year medical students as part of the macroscopic anatomy course in 2015/16 at Ludwig-Maximilians-Universität (LMU) in Munich. The system consists of an RGB-D sensor as a real-time tracking device, which enables the system to link a deposited section image to the projection of the user's body, as well as a large display mimicking a real-world physical mirror. Using gesture input, the users have the ability to interactively explore radiological images in different anatomical intersection planes. We designed a tutorial during which students worked with the system in groups of about 12 and evaluated the results. Subsequently, each participant was asked to assess the system's value by filling out a Likert-scale questionnaire. The respondents approved all statements which stressed the potential of the system to serve as an additional learning resource for anatomical education. In this case, emphasis was put on active learning, 3-dimensional understanding, and a better comprehension of the course of structures. We are convinced that such an AR MM system can be beneficially installed into anatomical education in order to prepare medical students more effectively for the clinical standards and for more interactive, student-centered learning.


Subject(s)
Anatomy/education , Clinical Clerkship , Teaching , Education, Medical, Undergraduate , Humans , Surveys and Questionnaires , User-Computer Interface
SELECTION OF CITATIONS
SEARCH DETAIL
...