The evolution of technology has changed the face of education, especially when combined with appropriate pedagogical bases. This combination has created innovation opportunities in order to add quality to teaching through new perspectives for traditional methods applied in the classroom. In the Health field, particularly, augmented reality and interaction design techniques can assist the teacher in the exposition of theoretical concepts and/or concepts that need of training at specific medical procedures. Besides, visualization and interaction with Health data, from different sources and in different formats, helps to identify hidden patterns or anomalies, increases the flexibility in the search for certain values, allows the comparison of ...
In the recent years, medical education is facing various difficulties. Students are struggling to vi...
Virtual Reality (VR) and Augmented Reality (AR) have been gradually introduced in the curriculum of ...
This paper focuses on the use of Augmented Reality technologies in relation to the introduction of g...
The study of structures in the human body is known as human anatomy. Medical students face a lot of ...
The use of augmented reality (AR) in the medical field has grown since 2007–2013 and was first intro...
Anatomical training has traditionally been taught through the practise of cadaveric dissection, as i...
One of the key areas for realizing the aims of higher digital literacy as the driving force of cont...
Human anatomy is traditionally taught using textbooks and dissections. With the advent of computer g...
In this paper, we present a mobile Augmented Reality application that can be used for undergraduate ...
AbstractAugmented Reality (AR) is a technology that augments reality with either two or three dimens...
Mobile applications using Augmented Reality (AR) technology have been widely used in many fields, in...
Augmented reality (AR) promises to be a valuable tool for anatomical education since any given anato...
Learning anatomy traditionally has depended on traditional techniques like human cadaveric dissectio...
Learning in the medical domain is to a large extent workplace learning and involves mastery of compl...
This edited book explores the use of technology to enable us to visualise the life sciences in a mor...
In the recent years, medical education is facing various difficulties. Students are struggling to vi...
Virtual Reality (VR) and Augmented Reality (AR) have been gradually introduced in the curriculum of ...
This paper focuses on the use of Augmented Reality technologies in relation to the introduction of g...
The study of structures in the human body is known as human anatomy. Medical students face a lot of ...
The use of augmented reality (AR) in the medical field has grown since 2007–2013 and was first intro...
Anatomical training has traditionally been taught through the practise of cadaveric dissection, as i...
One of the key areas for realizing the aims of higher digital literacy as the driving force of cont...
Human anatomy is traditionally taught using textbooks and dissections. With the advent of computer g...
In this paper, we present a mobile Augmented Reality application that can be used for undergraduate ...
AbstractAugmented Reality (AR) is a technology that augments reality with either two or three dimens...
Mobile applications using Augmented Reality (AR) technology have been widely used in many fields, in...
Augmented reality (AR) promises to be a valuable tool for anatomical education since any given anato...
Learning anatomy traditionally has depended on traditional techniques like human cadaveric dissectio...
Learning in the medical domain is to a large extent workplace learning and involves mastery of compl...
This edited book explores the use of technology to enable us to visualise the life sciences in a mor...
In the recent years, medical education is facing various difficulties. Students are struggling to vi...
Virtual Reality (VR) and Augmented Reality (AR) have been gradually introduced in the curriculum of ...
This paper focuses on the use of Augmented Reality technologies in relation to the introduction of g...