Design Guidelines for Virtual Neurological Procedures
dc.contributor.author | Mancosu, Mattia S. | en_US |
dc.contributor.author | Czanner, Silvester | en_US |
dc.contributor.editor | Xu, Kai and Turner, Martin | en_US |
dc.date.accessioned | 2021-09-07T05:44:59Z | |
dc.date.available | 2021-09-07T05:44:59Z | |
dc.date.issued | 2021 | |
dc.description.abstract | The role of technology has become more and more preponderant for educational purposes in schools, in universities and for training. It is also applied in healthcare and neurology training thanks to the proven effectiveness and the rising demand inside hospitals and medical schools. The necessity to outline design guidelines is increasing hand to hand with the aforementioned phenomenon. In this paper we will discuss some key aspects of a healthcare teaching application such as the fidelity of the learning environment, the target platform of the application with a particular focus on Virtual Reality, and the learning strategies that can be implemented within the program. We will also illustrate some results of our stroke assessment training application, where we proved the effectiveness of the proper implementation of some design aspects that we addressed inside the guidelines section. | en_US |
dc.description.sectionheaders | Data and Visualisation | |
dc.description.seriesinformation | Computer Graphics and Visual Computing (CGVC) | |
dc.identifier.doi | 10.2312/cgvc.20211311 | |
dc.identifier.isbn | 978-3-03868-158-8 | |
dc.identifier.pages | 15-19 | |
dc.identifier.uri | https://doi.org/10.2312/cgvc.20211311 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/cgvc20211311 | |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Applied computing | |
dc.subject | E | |
dc.subject | learning | |
dc.subject | Human centered computing | |
dc.subject | Virtual reality | |
dc.subject | Computing methodologies | |
dc.subject | Simulation environments | |
dc.title | Design Guidelines for Virtual Neurological Procedures | en_US |
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