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Learning capacity in simulated virtual neurological procedures

Mancosu, MS, Czanner, S and Punter, M (2020) Learning capacity in simulated virtual neurological procedures. In: Computer Science Research Notes [CSRN] , 2020. pp. 109-115. (WSCG'2020 - 28. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2020, 18-22 May 2020, Plzen, Czech Republic).

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In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to education, the popularity of this technology is well known also thanks to its affordability and the growing number of available content. An immersive approach and the correct use of gamification have been proven to be valuable tools for learning in different fields. There are many examples of the adoption of VR application also in the healthcare setting not only for learning purposes but also for patients’ rehabilitation. This paper is intended to list some existing works and then present our project for an immersive serious game with the aim of enhancing the training of healthcare workers for the assessment of stroke patients.

Item Type: Conference or Workshop Item (Paper)
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Computer Science & Mathematics
Publisher: University of West Bohemia
Date Deposited: 03 Jun 2021 10:09
Last Modified: 13 Apr 2022 15:18
DOI or ID number: 10.24132/CSRN.2020.3001.13
URI: https://researchonline.ljmu.ac.uk/id/eprint/15098
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