Title

Combining virtual (Oculus Rift & Gear VR) and augmented reality with interactive applications to enhance tertiary medical and biomedical curricula

Document Type

Journal Article

Publication Details

Citation only

Moro, C., Stomberga, Z., Raikos, A., & Striling, A. (2016). Combining virtual (Oculus Rift & Gear VR) and augmented reality with interactive applications to enhance tertiary medical and biomedical curricula. ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2016, 35(6). http://dx.doi.org/10.1145/2993363.2993364

Access the journal

Access the website of The 9th ACM SIGGRAPH conference and exhibition on computer graphics and interactive techniques in Asia, 5-8 Dec, 2016, Macao

ISBN

0730-0301

Abstract

In order to experience the inner-workings and anatomy of the human body, Bond University has developed a number of teaching resources where students rotate between a variety of modes: including Virtual Reality, using the Gear VR and Oculus Rift devices; Augmented Reality, using Samsung S7 Edge mobile devices and Galaxy Tab S2; and interactive applications running on laptops. These modules now form part of the Medical Program's Anatomy, and Biomedical Sciences Physiology curriculum. This Education Talk will detail our current research into the effectiveness of this program and its benefits to students, negative effects experienced from utilizing these devices, and provide bestpractice information as to how other institutions could go about incorporating this technology into their STEM curricula. In addition, the presentation will describe the "10 tips regarding the integration of VR, AR and interactive software applications in University curricula", based on our research and experiences.

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This document has been peer reviewed.