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dc.contributor.authorMancosu, Mattia S.en_US
dc.contributor.authorCzanner, Silvesteren_US
dc.contributor.editorXu, Kai and Turner, Martinen_US
dc.date.accessioned2021-09-07T05:44:59Z
dc.date.available2021-09-07T05:44:59Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-158-8
dc.identifier.urihttps://doi.org/10.2312/cgvc.20211311
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/cgvc20211311
dc.description.abstractThe role of technology has become more and more preponderant for educational purposes in schools, in universities and for training. It is also applied in healthcare and neurology training thanks to the proven effectiveness and the rising demand inside hospitals and medical schools. The necessity to outline design guidelines is increasing hand to hand with the aforementioned phenomenon. In this paper we will discuss some key aspects of a healthcare teaching application such as the fidelity of the learning environment, the target platform of the application with a particular focus on Virtual Reality, and the learning strategies that can be implemented within the program. We will also illustrate some results of our stroke assessment training application, where we proved the effectiveness of the proper implementation of some design aspects that we addressed inside the guidelines section.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectApplied computing
dc.subjectE
dc.subjectlearning
dc.subjectHuman centered computing
dc.subjectVirtual reality
dc.subjectComputing methodologies
dc.subjectSimulation environments
dc.titleDesign Guidelines for Virtual Neurological Proceduresen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.description.sectionheadersData and Visualisation
dc.identifier.doi10.2312/cgvc.20211311
dc.identifier.pages15-19


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