Title: Learning Capacity in Simulated Virtual Neurological Procedures
Authors: Mancosu, Mattia Samuel
Czanner, Silvester
Punter, Martin
Citation: WSCG 2020: full papers proceedings: 28th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 109-115.
Issue Date: 2020
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
URI: http://wscg.zcu.cz/WSCG2020/2020-CSRN-3001.pdf
ISBN: 978-80-86943-35-0
ISSN: 2464–4617 (print)
2464–4625 (CD-ROM)
Keywords: virtuální realita;vážné hry;gamifikace;zdravotní péče;mrtvice;hodnocení;posouzení;trénink
Keywords in different language: virtual reality;serious games;gamification;healthcare;stroke;evaluation;assessment;training
Abstract in different language: In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to education, the popularity of this technology is well known also thanks to its affordability and the growing number of available content. An immersive approach and the correct use of gamification have been proven to be valuable tools for learning in different fields. There are many examples of the adoption of VR application also in the healthcare setting not only for learning purposes but also for patients’ rehabilitation. This paper is intended to list some existing works and then present our project for an immersive serious game with the aim of enhancing the training of healthcare workers for the assessment of stroke patients.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG 2020: Full Papers Proceedings

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Please use this identifier to cite or link to this item: http://hdl.handle.net/11025/38457

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