Show simple item record

dc.contributor.authorSaalfeld, Patricken_US
dc.contributor.authorAlbrecht, Aylinen_US
dc.contributor.authorD'Hanis, Wolfgangen_US
dc.contributor.authorRothkötter, Hermann-Josefen_US
dc.contributor.authorPreim, Bernharden_US
dc.contributor.editorKozlíková, Barbora and Krone, Michael and Smit, Noeska and Nieselt, Kay and Raidou, Renata Georgiaen_US
dc.date.accessioned2020-09-28T06:11:36Z
dc.date.available2020-09-28T06:11:36Z
dc.date.issued2020
dc.identifier.isbn978-3-03868-109-0
dc.identifier.issn2070-5786
dc.identifier.urihttps://doi.org/10.2312/vcbm.20201170
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/vcbm20201170
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.subjectHuman centered computing
dc.subjectInteraction devices
dc.subjectVisualization
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.titleLearning Hand Anatomy with Sense of Embodimenten_US
dc.description.seriesinformationEurographics Workshop on Visual Computing for Biology and Medicine
dc.description.sectionheadersVR Applications
dc.identifier.doi10.2312/vcbm.20201170
dc.identifier.pages43-47


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record