Augmented Reality, Virtual Reality, and Game Technologies in Ophthalmology Training

dc.contributor.author
Gross Muñoz, Eduardo
dc.contributor.author
Fabregat Gesa, Ramon
dc.contributor.author
Bacca Acosta, Jorge Luis
dc.contributor.author
Duque Méndez, Nestor Darío
dc.contributor.author
Ávila Garzón, Cecilia
dc.date.accessioned
2024-05-22T09:50:49Z
dc.date.available
2024-05-22T09:50:49Z
dc.date.issued
2022-04-22
dc.identifier
http://hdl.handle.net/10256/20905
dc.identifier.uri
http://hdl.handle.net/10256/20905
dc.description.abstract
Ophthalmology is a medical profession with a tradition in teaching that has developed throughout history. Although ophthalmologists are generally considered to only prescribe contact lenses, and they handle more than half of eye-related enhancements, diagnoses, and treatments. The training of qualified ophthalmologists is generally carried out under the traditional settings, where there is a supervisor and a student, and training is based on the use of animal eyes or artificial eye models. These models have significant disadvantages, as they are not immersive and are extremely expensive and difficult to acquire. Therefore, technologies related to Augmented Reality (AR) and Virtual Reality (VR) are rapidly and prominently positioning themselves in the medical sector, and the field of ophthalmology is growing exponentially both in terms of the training of professionals and in the assistance and recovery of patients. At the same time, it is necessary to highlight and analyze the developments that have made use of game technologies for the teaching of ophthalmology and the results that have been obtained. This systematic review aims to investigate software and hardware applications developed exclusively for educational environments related to ophthalmology and provide an analysis of other related tools. In addition, the advantages and disadvantages, limitations, and challenges involved in the use of virtual reality, augmented reality, and game technologies in this field are also presented
dc.description.abstract
Departament d’Universitats, Recerca i Societat de la Informació: SGR-1551
dc.format
application/pdf
dc.language
eng
dc.publisher
MDPI (Multidisciplinary Digital Publishing Institute)
dc.relation
info:eu-repo/semantics/altIdentifier/doi/10.3390/info13050222
dc.relation
info:eu-repo/semantics/altIdentifier/eissn/2078-2489
dc.rights
Attribution 4.0 International
dc.rights
http://creativecommons.org/licenses/by/4.0/
dc.rights
info:eu-repo/semantics/openAccess
dc.source
Information, 2022, vol. 13, núm. 5, p. 222
dc.source
Articles publicats (D-ATC)
dc.subject
Realitat augmentada
dc.subject
Augmented reality
dc.subject
Aprenentatge actiu
dc.subject
Active learning
dc.subject
Ludificació
dc.subject
Gamification
dc.subject
Oftalmologia -- Simulació per ordinador
dc.subject
Ophthalmology -- Computer simulation
dc.title
Augmented Reality, Virtual Reality, and Game Technologies in Ophthalmology Training
dc.type
info:eu-repo/semantics/article
dc.type
info:eu-repo/semantics/publishedVersion
dc.type
peer-reviewed


Fitxers en aquest element

FitxersGrandàriaFormatVisualització

No hi ha fitxers associats a aquest element.

Aquest element apareix en la col·lecció o col·leccions següent(s)