2023
DOI: 10.3390/ijerph20031697
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Training Scientific Communication Skills on Medical Imaging within the Virtual World Second Life: Perception of Biomedical Engineering Students

Abstract: Second Life is a multi-user virtual world platform which enables online learning through immersive activities. This study evaluates the perception of third-year biomedical engineering students about learning activities complementary to a biomedical imaging course carried out within Second Life and focused on training in the public presentation of scientific content to their peers. Between 2015 and 2017, students gave oral presentations on medical imaging topics selected from the proposals of their classmates. … Show more

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Cited by 11 publications
(13 citation statements)
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“…The quality of the audio allows interaction, evaluation, and improvement of oral expression. On the one hand, virtual worlds like Second Life have the disadvantage of not perceiving gestural communication, but on the other hand, the filter provided by the interface and avatar in immersive environments makes those who are starting out feel less embarrassed when speaking in public [ 26 ].…”
Section: Discussionmentioning
confidence: 99%
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“…The quality of the audio allows interaction, evaluation, and improvement of oral expression. On the one hand, virtual worlds like Second Life have the disadvantage of not perceiving gestural communication, but on the other hand, the filter provided by the interface and avatar in immersive environments makes those who are starting out feel less embarrassed when speaking in public [ 26 ].…”
Section: Discussionmentioning
confidence: 99%
“…In this study, only four residents (17.4%) did not agree with the correct handling of Second Life, but three of them strongly agreed with following all the sessions fluently. It is essential that attendees learn to correctly use the basic audio communication controls (microphone and headphones) and the vision of the avatar to be able to follow the development of a session properly [ 26 ]. There are also technological limitations because reproducing the world needs a minimum computer system and graphics card requirements, as well as enough data transfer over the internet [ 16 ].…”
Section: Discussionmentioning
confidence: 99%
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“…Lee and Hwang (2022) Interaction between students and communication improvement They obtained a positive impact on communication skills and scientific information which was attractive and appropriate for students. Lozano-Durán et al (2023) They had a positive impact on student-to- Lee et al (2023) http://ijlter.org/index.php/ijlter student interaction by using the metaverse as a tool. Made a significant impact on student performance, habits, and interactions.…”
Section: Díaz Et Al (2020)mentioning
confidence: 99%
“…Hitherto, with 3D content being graphically heavy, scalability has been a longstanding limitation for widescale updates due to computational boundaries. This has led to many using existing infrastructure for their 3D worlds, for example the online social game Second Life, which gained prominence in the early 2000s and is still actively used in research [5], as well as Roblox [6] and Minecraft [7]. All three are popular choices, because the cloud infrastructure is already in place to cater to shareability, and users are able to create 3D environments without needing to learn how to code or create their own 3D assets and game world.…”
Section: Introductionmentioning
confidence: 99%