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Healthcare Applications of Augmented Reality (AR) and Virtual Reality (VR)

Esseme, Alain Claude Bah; Oladipupo, Matthew Abiola; Ogechukwu, Onyedibe Nkiruka; Andrew-Vitalis, Nneoma; Akpan, Edidiong Elijah; Oseni, Victoria Enemona; Matthew, Ugochukwu Okwudili

Authors

Alain Claude Bah Esseme

Matthew Abiola Oladipupo

Onyedibe Nkiruka Ogechukwu

Nneoma Andrew-Vitalis

Edidiong Elijah Akpan

Victoria Enemona Oseni

Ugochukwu Okwudili Matthew



Abstract

With the advancement of technology, digital gadgets have progressively become tools for educational pedagogy, enabling the widespread application of virtual reality (VR) and augmented reality (AR) in healthcare education. Neurological rehabilitation, telemedicine, psychotherapy, medical education, and surgical simulation are among the fields in which VR and AR are used. Studies have shown that VR and AR can reduce medical errors resulting from incompetent medical personnel, lessen the inconvenience of traditional medical care, and save medical education and training costs. The application has improved the quality of diagnosis and treatment, raised the bar for medical education and training, and strengthened the bond between clinicians and patients. In an effort to assist clinical professionals in enhancing the standard of care they provide, this study integrates VR and AR technologies into medical-clinical practice, utilizing Actor Network(ANT) model to develop a conceptual framework for the implementation of AR/VR pedagogy simulation on artificial intelligence training platform.

Citation

Esseme, A. C. B., Oladipupo, M. A., Ogechukwu, O. N., Andrew-Vitalis, N., Akpan, E. E., Oseni, V. E., & Matthew, U. O. (2024). Healthcare Applications of Augmented Reality (AR) and Virtual Reality (VR). In Creating Immersive Learning Experiences Through Virtual Reality (VR) (201-238). IGI Global. https://doi.org/10.4018/979-8-3693-6407-9.ch010

Publication Date Nov 22, 2024
Deposit Date Jan 17, 2025
Publisher IGI Global
Pages 201-238
Book Title Creating Immersive Learning Experiences Through Virtual Reality (VR)
Chapter Number 10
ISBN 9798369364079
DOI https://doi.org/10.4018/979-8-3693-6407-9.ch010


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