In anatomical education three‐dimensional (3D) visualization technology allows for active and stereoscopic exploration of anatomy and can easily be adopted into medical curricula along with traditional 3D teaching methods. However, most often knowledge is still assessed with two‐dimensional (2D) paper‐and‐pencil tests. To address the growing misalignment between learning and assessment, this viewpoint commentary highlights the development of a virtual 3D assessment scenario and perspectives from students and teachers on the use of this assessment tool: a 10‐minute session of anatomical knowledge assessment with real‐time interaction between assessor and examinee, both wearing a HoloLens and sharing the same stereoscopic 3D augmented reality model. Additionally, recommendations for future directions, including implementation, validation, logistic challenges, and cost‐effectiveness, are provided. Continued collaboration between developers, researchers, teachers, and students is critical to advancing these processes.
Background Heterogeneous access to clinical learning opportunities and inconsistency in teaching is a common source of dissatisfaction among medical students. This was exacerbated during the COVID‐19 pandemic, with limited exposure to patients for clinical teaching. Methods We conducted a proof‐of‐concept study at a London teaching hospital using mixed reality (MR) technology (HoloLens2™) to deliver a remote access teaching ward round. Results Students unanimously agreed that use of this technology was enjoyable and provided teaching that was otherwise inaccessible. The majority of participants gave positive feedback on the MR (holographic) content used (n = 8 out of 11) and agreed they could interact with and have their questions answered by the clinician leading the ward round (n = 9). Quantitative and free text feedback from students, patients and faculty members demonstrated that this is a feasible, acceptable and effective method for delivery of clinical education. Discussion We have used this technology in a novel way to transform the delivery of medical education and enable consistent access to high‐quality teaching. This can now be integrated across the curriculum and will include remote access to specialist clinics and surgery. A library of bespoke MR educational resources will be created for future generations of medical students and doctors to use on an international scale.
Introduction CT-guided interventions are taught using a mentored approach on real patients. It is well established that simulation is a valuable training tool in medicine. This project assessed the feasibility and acceptance of replicating a CT-guided intervention using a bespoke software application with an augmented reality head-mounted display (ARHMD). Methods A virtual patient was generated using a CT dataset obtained from The Cancer Imaging Archive. A surface mesh of a virtual patient was projected into the field-of-view of the operator. ChArUco markers, placed on both the needle and agar jelly phantom, were tracked using RGB cameras built into the ARHMD. A virtual CT slice simulating the needle position was generated on voice command. The application was trialled by senior interventional radiologists and trainee radiologists with a structured questionnaire evaluating face validity and technical aspects. Results Sixteen users trialled the application and feedback was received from all. Eleven felt the accuracy and realism was adequate for training and twelve felt more confident about their CT biopsy skills after this training session. Discussion The study showed the feasibility of simulating a CT-guided procedure with augmented reality and that this could be used as a training tool. Key Points • Simulating a CT-guided procedure using augmented reality is possible. • The simulator developed could be an effective training tool for clinical practical skills. • Complexity of cases can be tailored to address the training level demands.
Currently, computer assisted learning and multimedia form a key part of teaching. Interactivity and feedback are valuable in promoting active as opposed to passive learning. The study is conducted as an assessment of the impact of immersive VR on learning gain compared with a non-immersive video capture of VR, with a primary research question focusing on exploring learning gain and a secondary question exploring user experience, whereby understanding this is paramount to recognizing how to achieve a complete and effective learning experience. The study found immersive VR to significantly increase learning gain whilst two key measures of reported experience; enjoyment and concentration, also appeared significantly higher for the immersive VR learners. The study suggests extensive avenues for further research in this growing field, recognizing the need to appeal to a variety of students' learning preferences. For educators, the relevance of self-directed and student-centered learning to enable active learning in the immersive tool is highlighted. Findings of such VR-based studies can be applied across several disciplines, including medical education; providing opportunity for users to learn without real-world consequences of error such as in surgical intervention.
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