dc.contributor.author | Saalfeld, Patrick | en_US |
dc.contributor.author | Albrecht, Aylin | en_US |
dc.contributor.author | D'Hanis, Wolfgang | en_US |
dc.contributor.author | Rothkötter, Hermann-Josef | en_US |
dc.contributor.author | Preim, Bernhard | en_US |
dc.contributor.editor | Kozlíková, Barbora and Krone, Michael and Smit, Noeska and Nieselt, Kay and Raidou, Renata Georgia | en_US |
dc.date.accessioned | 2020-09-28T06:11:36Z | |
dc.date.available | 2020-09-28T06:11:36Z | |
dc.date.issued | 2020 | |
dc.identifier.isbn | 978-3-03868-109-0 | |
dc.identifier.issn | 2070-5786 | |
dc.identifier.uri | https://doi.org/10.2312/vcbm.20201170 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/vcbm20201170 | |
dc.description.abstract | We present a VR-based prototype for learning the hand anatomy. The prototype is designed to support embodied cognition, i.e., a learning process based on movements. The learner employs the prototype in VR by moving their own hand and fingers and observing how the virtual anatomical hand model mirrors this movement. The display of anatomical systems and their names can be adjusted. The prototype is deployed on the Oculus Quest and uses its native hand tracking capabilities to obtain the hand posture of the user. The potential of the prototype is shown with a small user study. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Human centered computing | |
dc.subject | Interaction devices | |
dc.subject | Visualization | |
dc.subject | Computing methodologies | |
dc.subject | Virtual reality | |
dc.title | Learning Hand Anatomy with Sense of Embodiment | en_US |
dc.description.seriesinformation | Eurographics Workshop on Visual Computing for Biology and Medicine | |
dc.description.sectionheaders | VR Applications | |
dc.identifier.doi | 10.2312/vcbm.20201170 | |
dc.identifier.pages | 43-47 | |