2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH) 2018
DOI: 10.1109/segah.2018.8401365
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A serious virtual reality game to train spatial cognition for medical ultrasound imaging

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Cited by 12 publications
(8 citation statements)
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“…OPERATION SGMO are developing rapidly because they have a great potential and effective functions in addressing the limitations of traditional MOs [14]. At the same time, SGMO are of interest to both computer scientists and medical doctors.…”
Section: Development Of Serious Games In Medicalmentioning
confidence: 99%
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“…OPERATION SGMO are developing rapidly because they have a great potential and effective functions in addressing the limitations of traditional MOs [14]. At the same time, SGMO are of interest to both computer scientists and medical doctors.…”
Section: Development Of Serious Games In Medicalmentioning
confidence: 99%
“…Tan et al [10] proposed SGs as a teaching tool which can enhance learning motivation and encourage learners to participate in the learning process actively. Similarly, Byl et al [14] used a VR game, in which the environment is a toy factory. Subjects were asked to use spatial imagination and graphic stitching according to the game requirements to simulate the operational process.…”
Section: A Sgmo For Medical Staffmentioning
confidence: 99%
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“…When transferred to VR [ 5 ], tracking technology is used to capture positions, poses, and movements of involved objects, i.e., simulated counterparts of medical device and patient dummies. This provides the basis for an immersive simulation with precise conduction of training sessions [ 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 ]. In the field of telemedicine, VR applicaions are used for planning, as well as treating and rehabilitating patients [ 14 , 15 , 16 ].…”
Section: Introductionmentioning
confidence: 99%
“…Given the complexity of game design, it makes sense that methods like gamification (i.e., applying game elements such as points and leaderboards to a non-gaming task) that are often not difficult to apply became popular some years ago [40]. While many serious game creators do not take such an approach, limitations and considerations unique to serious games still make that they are often smaller in scope than many commercial games, and that designs consisting of a core mechanic (possibly with a selection of supplemental mechanics and/or feedback mechanisms) are common (see [7,9,16,38,55] for some examples from recent years). At times, this simplicity is even preferable [39], as serious games need to be easily accessible to a broad (often non-gaming) audience, limiting their desired complexity.…”
Section: Introductionmentioning
confidence: 99%