Abstract: Anatomy education has been revolutionized through digital media, resulting in major advances in realism, portability, scalability, and user satisfaction. However, while such approaches may well be more portable, realistic, or satisfying than traditional photographic presentations, it is less clear that they have any superiority in terms of student learning. In this study, it was hypothesized that virtual and mixed reality presentations of pelvic anatomy will have an advantage over two‐dimensional (2D) presentations and perform approximately equal to physical models and that this advantage over 2D presentations will be reduced when stereopsis is decreased by covering the non‐dominant eye. Groups of 20 undergraduate students learned pelvic anatomy under seven conditions: physical model with and without stereo vision, mixed reality with and without stereo vision, virtual reality with and without stereo vision, and key views on a computer monitor. All were tested with a cadaveric pelvis and a 15‐item, short‐answer recognition test. Compared to the key views, the physical model had a 70% increase in accuracy in structure identification; the virtual reality a 25% increase, and the mixed reality a non‐significant 2.5% change. Blocking stereopsis reduced performance on the physical model by 15%, on virtual reality by 60%, but by only 2.5% on the mixed reality technology. The data show that virtual and mixed reality technologies tested are inferior to physical models and that true stereopsis is critical in learning anatomy.
Abstract
We have previously demonstrated that when anatomy is learned from traditional 3D computer models (i.e., those projected on flat screens) or using pictures and diagrams of specimens, test scores are approximately 30% less than when the anatomy is learned from solid models when students are tested on cadavers. We have shown that these traditional, computer generated 3D images are perceived as 2D images due to our use of 2D-displays. Our current goal is to utilize technology that allow our learners to perceive these computer objects as true 3D models i.e., as solid objects. Recent developments in technology, like the Microsoft HoloLens, allow us to generate convincing, interactive, 3D models in real space. These mixed-reality anatomic objects have the potential to be as efficient as our solid models in learning anatomy and thus may replace the traditional tools of anatomic teaching. This presentation will demonstrate anatomic specimens in all formats, including mixed reality applications in an interactive setting to emphasize the benefits and problems of each form of learning object.
Support or Funding Information
Education Services, Faculty of Health Sciences and MacPherson Institute, McMaster University.