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Virtual Interactive Human Anatomy: Dissecting the Domain, Navigating the Politics, Creating the Impossible

Published: 06 May 2017 Publication History

Abstract

Cadaveric dissection has been the gold standard in the teaching of anatomy in medical schools around the world. Cadaveric dissection allows a medical student to understand the spatial relationships of different parts in the body in ways that a typical 2D representation cannot, due to its ability to provide an authentic learning experience which engages all the senses. However, in the modern times that we live in, the availability of suitable cadavers for medical education is low, and there is an urgent need to supplement the practice of cadaveric dissection with more sustainable and economical methods of teaching. Virtual Reality (VR) may serve as a suitable supplement owing to its ability to simulate an immersive 3D environment. However, the authentic learning experience is difficult to recreate in VR, due to the lack of design guidelines. This project is an early exploration into designing active learning interactions for learning anatomy.

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References

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Ronald Azuma. 1997. A survey of augmented reality. Presence: Teleoperators and Virtual Environments 6, 4: 355--385.
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Charles C. Bonwell and James A. Eison. 1991. Active Learning: Creating Excitement in the Classroom. ASHE-ERIC Higher Education Report No.1, Washington D.C: The George Washington University,School of Education and Human Development.
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Henry Gray. 2017. Anatomy of the Human Body. Bartleby.com. Retrieved January 23, 2017 from http://www.bartleby.com/107/1.html.
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T Ishikawa and K A Kastens. 2005. Why some students have trouble with maps and other spatial representations. Journal of Geoscience Education 53, 2: 184--197.
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Helen M Marks. 2014. Student Engagement in Instructional Activity?: Patterns in the Elementary, Middle, and High School Years. 37, 1: 153--184.
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Sara Price and Yvonne Rogers. 2004. Let's get physical: The learning benefits of interacting in digitally augmented physical spaces. Computers and Education 43, 1--2 SPEC ISS.: 137--151. Figure 10. Other features include the ability to highlight anatomical structures for aiding in conversations with other learners. Figure 11. As well as having the ability to draw in 3D to facilitate the formation of common ground between other learners.

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  1. Virtual Interactive Human Anatomy: Dissecting the Domain, Navigating the Politics, Creating the Impossible

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    cover image ACM Conferences
    CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2017
    3954 pages
    ISBN:9781450346566
    DOI:10.1145/3027063
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 06 May 2017

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    Author Tags

    1. active learning
    2. anatomy
    3. interaction
    4. medical
    5. physicality
    6. virtual reality

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    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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