TY - GEN
T1 - Virtual interactive human anatomy
T2 - 2017 ACM SIGCHI Conference on Human Factors in Computing Systems, CHI EA 2017
AU - Lu, Weiquan
AU - Pillai, Suresh
AU - Rajendran, Kanagasuntheram
AU - Kitamura, Yoshifumi
AU - Yen, Ching Chiuan
AU - Do, Ellen Yi Luen
N1 - Funding Information:
This project is initiated and funded by the Yong Loo Lin School of Medicine at the National University of Singapore. This research is supported by the National Research Foundation, Prime Minister's Office, Singapore under its International Research Centres in Singapore Funding Initiative. This work is also supported in part by JSPS Bilateral Joint Research Project.
Publisher Copyright:
Copyright © 2017 by the Association for Computing Machinery, Inc. (ACM).
PY - 2017/5/6
Y1 - 2017/5/6
N2 - Cadaveric dissection has been the gold standard in the teaching of anatomy in medical schools around the world. Cadaveric dissection allows a medical student to understand the spatial relationships of different parts in the body in ways that a typical 2D representation cannot, due to its ability to provide an authentic learning experience which engages all the senses. However, in the modern times that we live in, the availability of suitable cadavers for medical education is low, and there is an urgent need to supplement the practice of cadaveric dissection with more sustainable and economical methods of teaching. Virtual Reality (VR) may serve as a suitable supplement owing to its ability to simulate an immersive 3D environment. However, the authentic learning experience is difficult to recreate in VR, due to the lack of design guidelines. This project is an early exploration into designing active learning interactions for learning anatomy.
AB - Cadaveric dissection has been the gold standard in the teaching of anatomy in medical schools around the world. Cadaveric dissection allows a medical student to understand the spatial relationships of different parts in the body in ways that a typical 2D representation cannot, due to its ability to provide an authentic learning experience which engages all the senses. However, in the modern times that we live in, the availability of suitable cadavers for medical education is low, and there is an urgent need to supplement the practice of cadaveric dissection with more sustainable and economical methods of teaching. Virtual Reality (VR) may serve as a suitable supplement owing to its ability to simulate an immersive 3D environment. However, the authentic learning experience is difficult to recreate in VR, due to the lack of design guidelines. This project is an early exploration into designing active learning interactions for learning anatomy.
KW - Active learning
KW - Anatomy
KW - Interaction
KW - Medical
KW - Physicality
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85019557249&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85019557249&partnerID=8YFLogxK
U2 - 10.1145/3027063.3050431
DO - 10.1145/3027063.3050431
M3 - Conference contribution
AN - SCOPUS:85019557249
T3 - Conference on Human Factors in Computing Systems - Proceedings
SP - 429
EP - 432
BT - CHI 2017 Extended Abstracts - Proceedings of the 2017 ACM SIGCHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 6 May 2017 through 11 May 2017
ER -