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Showing 3 results for Augmented Reality

Mohammad Hossein Ronaghi,
Volume 14, Issue 5 (1-2021)
Abstract

Background and Aim: Virtual Reality and Augmented Reality are immersive technologies that integrate virtual and real-world elements. These technologies have been used to help and improve human capabilities in many fields. Virtual and augmented systems are used in various medical situations. They are effective options in most stages of patient treatment and performing medical procedures. Therefore, the purpose of this study is to investigate the applications of virtual and augmented reality technologies in the field of medicine and rank them.
Materials and Methods: This applied research was conducted in two phases using mixed-method approach in 2020. Library resources were used in the qualitative phase and a questionnaire in the quantitative phase. The applications of virtual and augmented reality technologies were ranked by a panel of experts having 13 members. Finally, Stepwise Weight Assessment Ratio Analysis(SWARA) method was used to rank the applications of technologies in medicine.
Results: The results of SWARA method showed that education (0.252), surgery (0.216), health games (0.188), patient control and diagnosis (0.186), and pharma (0.158) were the most important applications of virtual and augmented reality in medicine.
Conclusion: Based on the results of this study, it can be acknowledged that medical education and surgery are the most important applications of augmented and virtual reality technologies in medicine. Therefore, policymakers and hospital managers must use this ranking for the development of virtual and augmented reality technologies in their organization to provide better services to the customers and patients.

Malihe Dalili Saleh, Maryam Salami, Faramarz Soheili, Soraya Ziaei,
Volume 15, Issue 4 (10-2021)
Abstract

Background and Aim: University libraries must meet certain criteria to enter fourth-generation libraries, one of which is the use of new technologies. The aim of this study was to identify the attitudes of library users of medical universities towards the components of augmented reality (AR) technology.
Materials and Methods: The research method was survey and type of study was applied. Quantitative research approach and research tool was a researcher-made questionnaire. The internal validity of the questionnaire was assessed through CVI and its reliability was estimated using ICC. Validity of the questionnaire was confirmed using the opinions of 10 experts in information science and AR; its reliability was obtained with Cronbach’s alpha correlation coefficient (0.96). Through the online questionnaire, data from users’ perspectives on the components of familiarity, features, application, advantages, opportunities and limitations were collected in the form of 5 Likert questions. Data analysis with SPSS 26 was used through independent t-test, ANOVA and Tukey to evaluate the status of AR components.
Results: Users’ familiarity with AR was 50.55%. 78.23% of the users agreed with AR in the libraries of medical universities. In general, the mean was 3.91 and the standard deviation was 0.63. The possibility of developing research activities, use of technology to enhance learning, advantage of attractiveness, and opportunity to develop a scientific educational program were mentioned as the most important items among other AR factors. One of the limitations of setting it up in university libraries was the lack of high-speed internet. The general attitude of users towards AR was at the desired level.
Conclusion: Library users at medical universities agreed with the facilities, opportunities and use of AR. The results showed that AR technology is practical and useful from the perspective of users in the libraries of Iranian medical universities. AR with user support, improving user activity, creating attractiveness, attracting audience, content creation according to various library resources, content gamification, knowledge sharing, content resource deprivation, based on the availability of technical facilities, an opportunity to develop Creates libraries of medical universities.


Mouna Rafizadeh, Reza Safdari, Jaleh Shoshtarian Malak, Shaban Alizadeh,
Volume 17, Issue 2 (5-2023)
Abstract

Background and Aim: Simulation-based Mobile Education is one of the necessities of the new era as well as an escalating field to meet the needs of different educational systems and levels. Considering the increasing application of simulation-based technologies, and the popularity of Augmented Reality (AR) in the field of education, the present research aims to facilitate the initial steps in understanding the technical requirements and software used in developing these types of apps.
Materials and Methods: The data required for this research was collected by searching in library resources to identify the commonly used platform/software in designing and developing AR-based educational apps. At the same time, the included studies’ app features/sections were also extracted, and the total of this information was presented in a table. After indicating the mainly used software in the development of these types of apps, a simple app architecture and a how-to-develop model using the most practical software were illustrated.
Results: “3D Model display” and “multiple-choice questions” were identified as the minimum (basic) features of an AR-based educational app. To identify the most commonly used software in creating AR-based educational apps, articles were reviewed, required information was extracted, and gathered in form of a table. The results of the review showed that Unity 3D and Vuforia have the highest usage statistics in creating these types of apps. Finally, a simple model of the process of developing AR-based educational app and a sample output of this type of app were presented based on this information.
Conclusions: Simulation-based education is one of the prominent and growing topics worldwide. Augmented Reality is one of the most renowned and widely used technologies in this field. The results of this study encompass a set of basic features of an AR-based educational app as well as the software that can be used to create such apps. Therefore, this study can assist researchers interested in this field in navigating the simplest path to developing an AR-based educational app by providing them with an initial technical understanding of AR-based education.


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