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Hauptverfasser: Finlayson, Austin, Wu, Rui, Lin, Chia-Cheng, Sylcott, Brian
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2405.16392
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author Finlayson, Austin
Wu, Rui
Lin, Chia-Cheng
Sylcott, Brian
author_facet Finlayson, Austin
Wu, Rui
Lin, Chia-Cheng
Sylcott, Brian
contents This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for providing hands-on experience due to the high cost of clinical equipment. To address this, a VR-based application was developed using Unity and the HTC Vive Pro headset, offering a cost-effective solution for practical learning. The VR app allows students to engage in oculomotor examinations at their own pace, accommodating diverse backgrounds and learning preferences. This application enables students to collect and analyze data, providing a realistic simulation of clinical practice. The user study results from Doctor of Physical Therapy students indicate a high preference for the flexibility offered by the VR app, suggesting its potential as a valuable educational tool. Additionally, the paper explores the broader implications of using VR in engineering and computing education, highlighting the benefits of immersive, interactive learning environments.
format Preprint
id arxiv_https___arxiv_org_abs_2405_16392
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Development of a Virtual Reality Application for Oculomotor Examination Education Based on Student-Centered Pedagogy
Finlayson, Austin
Wu, Rui
Lin, Chia-Cheng
Sylcott, Brian
Computational Engineering, Finance, and Science
Computers and Society
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for providing hands-on experience due to the high cost of clinical equipment. To address this, a VR-based application was developed using Unity and the HTC Vive Pro headset, offering a cost-effective solution for practical learning. The VR app allows students to engage in oculomotor examinations at their own pace, accommodating diverse backgrounds and learning preferences. This application enables students to collect and analyze data, providing a realistic simulation of clinical practice. The user study results from Doctor of Physical Therapy students indicate a high preference for the flexibility offered by the VR app, suggesting its potential as a valuable educational tool. Additionally, the paper explores the broader implications of using VR in engineering and computing education, highlighting the benefits of immersive, interactive learning environments.
title Development of a Virtual Reality Application for Oculomotor Examination Education Based on Student-Centered Pedagogy
topic Computational Engineering, Finance, and Science
Computers and Society
url https://arxiv.org/abs/2405.16392