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1.
Eur J Radiol ; 146: 110043, 2022 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-34844172

RESUMO

PURPOSE: Extended reality (XR) technology enhances learning in medical education. The purpose of this study was to develop and apply a case-based approach for teaching radiological anatomy utilizing XR technology for improved student exploration and engagement. METHODS: The workflow consisted of MRI scanning cadavers followed by radiological, pathological, and anatomical assessment, and finally case presentation based on XR visualizations and student interaction. Case information (Subject, History, and Physical Exam) was presented to student groups who generated and recorded hypotheses using Google Forms. RESULTS: Use of all components of the system was voluntary and a total of 74 students responded to the survey request (response rate = 95%). Assessment of the experience was conducted through a qualitative survey comprising four Likert scale questions (1-5, 1 lowest), three binary questions, and open-ended comments. Mean, standard deviation, and overall agreement (mean ± SD, OA) showed that students found MRI scans of cadavers to be helpful for dissections (4.14 ± 1.1, 74.3%) and provided an understanding of relevant anatomy (4.32 ± 0.9, 79.7%), while 78.4% of students used the DICOM viewer to visualize scans of cadavers. The difficulty of use was found to be average (2.90 ± 1.0, 23%). zSpace visualizations were used by 40.5% of students, generally agreeing that an understanding of spatial relationships improved as a result (3.60 ± 1.0, 43.2%). More case-based sessions were favored by 97.3% of students. CONCLUSIONS: Results suggest that cadaveric MRI radiological visualization and XR technology enhance understanding of case-based anatomical dissections and encourage student exploration and engagement.


Assuntos
Anatomia , Instrução por Computador , Educação de Graduação em Medicina , Estudantes de Medicina , Anatomia/educação , Cadáver , Currículo , Avaliação Educacional , Humanos , Imageamento por Ressonância Magnética , Inquéritos e Questionários , Tecnologia
2.
Hawaii J Med Public Health ; 74(9 Suppl 2): 16-21, 2015 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-26793410

RESUMO

Knowledge of anatomical variations is critical to avoid clinical complications and it enables an understanding of morphogenetic mechanisms. Depictions are comprised of photographs or illustrations often limiting appreciation of three-dimensional (3D) spatial relationships. The purpose of this study is to describe an approach for presenting anatomical variations utilizing video clips emphasizing 3D anatomical relationships delivered on personal electronic devices. An aberrant right subclavian artery (ARSA) was an incidental finding in a routine dissection of an 89-year-old man cadaver during a medical student instructional laboratory. The specimen was photographed and physical measurements were recorded. Three-dimensional models were lofted and rendered with Maya software and converted as Quicktime animations. Photographs of the first frame of the animations were recorded and registered with Aurasma Mobile App software (www.aurasma.com). Resulting animations were viewed on mobile devices. The ARSA model can be manipulated on the mobile device enabling the student to view and appreciate spatial relationships. Model elements can be de-constructed to provide even greater spatial resolution of anatomical relationships. Animations provide a useful approach for visualizing anatomical variations. Future work will be directed at creating a library of variants and underlying mechanism of formation for presentation through the Aurasma application.


Assuntos
Aneurisma/patologia , Anormalidades Cardiovasculares/patologia , Transtornos de Deglutição/patologia , Aplicações da Informática Médica , Aplicativos Móveis , Artéria Subclávia/anormalidades , Idoso de 80 Anos ou mais , Humanos , Masculino , Artéria Subclávia/patologia
3.
Anat Rec B New Anat ; 270(1): 16-22, 2003 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-12526062

RESUMO

Distance education delivery has increased dramatically in recent years as a result of the rapid advancement of communication technology. The National Computational Science Alliance's Access Grid represents a significant advancement in communication technology with potential for distance medical education. The purpose of this study is to provide an overview of the TOUCH project (Telehealth Outreach for Unified Community Health; http://hsc.unm.edu/touch) with special emphasis on the process of problem-based learning case development for distribution over the Access Grid. The objective of the TOUCH project is to use emerging Internet-based technology to overcome geographic barriers for delivery of tutorial sessions to medical students pursuing rotations at remote sites. The TOUCH project also is aimed at developing a patient simulation engine and an immersive virtual reality environment to achieve a realistic health care scenario enhancing the learning experience. A traumatic head injury case is developed and distributed over the Access Grid as a demonstration of the TOUCH system. Project TOUCH serves as an example of a computer-based learning system for developing and implementing problem-based learning cases within the medical curriculum, but this system should be easily applied to other educational environments and disciplines involving functional and clinical anatomy. Future phases will explore PC versions of the TOUCH cases for increased distribution.


Assuntos
Educação a Distância/métodos , Educação Médica/métodos , Internet/instrumentação , Aprendizagem Baseada em Problemas , Traumatismos Craniocerebrais/diagnóstico , Traumatismos Craniocerebrais/terapia , Havaí , New Mexico , Faculdades de Medicina/tendências , Telemedicina
4.
Anat Rec B New Anat ; 270(1): 23-9, 2003 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-12526063

RESUMO

Project TOUCH (Telehealth Outreach for Unified Community Health; http://hsc.unm.edu/touch) investigates the feasibility of using advanced technologies to enhance education in an innovative problem-based learning format currently being used in medical school curricula, applying specific clinical case models, and deploying to remote sites/workstations. The University of New Mexico's School of Medicine and the John A. Burns School of Medicine at the University of Hawai'i face similar health care challenges in providing and delivering services and training to remote and rural areas. Recognizing that health care needs are local and require local solutions, both states are committed to improving health care delivery to their unique populations by sharing information and experiences through emerging telehealth technologies by using high-performance computing and communications resources. The purpose of this study is to describe the deployment of a problem-based learning case distributed over the National Computational Science Alliance's Access Grid. Emphasis is placed on the underlying technical components of the TOUCH project, including the virtual reality development tool Flatland, the artificial intelligence-based simulation engine, the Access Grid, high-performance computing platforms, and the software that connects them all. In addition, educational and technical challenges for Project TOUCH are identified.


Assuntos
Educação a Distância/métodos , Educação Médica/métodos , Internet/instrumentação , Modelos Biológicos , Aprendizagem Baseada em Problemas , Inteligência Artificial , Traumatismos Craniocerebrais/diagnóstico , Traumatismos Craniocerebrais/terapia , Havaí , Humanos , New Mexico , Faculdades de Medicina/tendências , Telemedicina
5.
Anat Rec B New Anat ; 270(1): 30-7, 2003 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-12526064

RESUMO

Computerized animation is becoming an increasingly popular method to provide dynamic presentation of anatomical concepts. However, most animations use artistic renderings as the base illustrations that are subsequently altered to depict movement. In most cases, the artistic rendering is a schematic that lacks realism. Plastinated sections provide a useful alternative to artistic renderings to serve as a base image for animation. The purpose of this study is to describe a method for developing animations by using plastinated sections. This application is used in Project TOUCH as a supplemental learning tool for a problem-based learning case distributed over the National Computational Science Alliance's Access Grid. The case involves traumatic head injury that results in an epidural hematoma with transtentorial uncal herniation. In addition, a subdural hematoma is animated permitting the student to contrast the two processes for a better understanding of dural hematomas, in general. The method outlined uses P40 plastinated coronal brain sections that are digitized and to which contiguous anatomical structures are rendered. The base illustration is rendered, interpolated, and viewed while audio narration describes the event. This method demonstrates how realistic anatomical animations can be generated quickly and inexpensively for medical education purposes by using plastinated brain sections.


Assuntos
Encéfalo/anatomia & histologia , Simulação por Computador , Educação a Distância/métodos , Educação Médica/métodos , Modelos Biológicos , Aprendizagem Baseada em Problemas , Anatomia Transversal , Humanos
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