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  • 1
    Keywords: Biomedical Engineering ; Biology / Data processing ; Biotechnology ; Biomedical Engineering/Biotechnology ; Computer Appl. in Life Sciences ; Biotechnology ; Springer eBooks
    Description / Table of Contents: The Use of Ultrasound in Educational Settings: What Should We Consider When Implementing this Technique for Visualisation of Anatomical Structures? -- Interactive 3D Visualisation of the Mammalian Circadian System -- Utilising anatomical and physiological visualisations to enhance the face-to-face student learning experience in biomedical sciences and medicine -- Anatomy Visualizations Using Stereopsis: Current Methodologies in Developing Stereoscopic Virtual Models in Anatomical Education -- Statistical Shape Models - Understanding and Mastering Variation in Anatomy -- Towards Advanced Interactive Visualization for Virtual Atlases -- An Experiential Learning-Based Approach to Neurofeedback Visualisation in Serious Games -- Visual Analysis for Understanding Irritable Bowel Syndrome -- A Showcase of Medical, Therapeutic and Pastime Uses of Virtual Reality (VR) and How (VR) Is Impacting the Dementia Sector -- Immersive Technology and Medical Visualisation: A Users Guide
    Abstract: This edited book explores the use of technology to enable us to visualise the life sciences in a more meaningful and engaging way. It will enable those interested in visualisation techniques to gain a better understanding of the applications that can be used in visualisation, imaging and analysis, education, engagement and training. The reader will be able to explore the utilisation of technologies from a number of fields to enable an engaging and meaningful visual representation of the biomedical sciences, with a focus in this volume related to anatomy, and clinically applied scenarios. The first six chapters have an anatomical focus examining digital technologies and applications to enhance education. The first examines the history and development of ultrasound, applications in an educational setting, and as a point-of-care ultrasound at the bedside. The second chapter presents a transferable workflow methodology in creating an interactive educational and training package to enhance understanding of the circadian rhythm. The third chapter reviews tools and technologies, which can be used to enhance off-campus learning, and the current range of visualisation technologies like virtual, augmented and mixed reality systems. Chapter four discusses how scanning methodologies like CT imagery, can make stereoscopic models. The fifth chapter describes a novel way to reconstruct 3D anatomy from imaging datasets and how to build statistical 3D shape models, described in a clinical context and applied to diagnostic disease scoring. The sixth chapter looks at interactive visualisations of atlases in the creation of a virtual resource, for providing next generation interfaces. The seventh and eight chapters discuss neurofeedback for mental health education and interactive visual data analysis (applied to irritable bowel disease) respectively. The final two chapters examine current immersive technologies –virtual and augmented reality, with the last chapter detailing virtual reality in patients with dementia. This book is accessible to a wide range of users from faculty and students, developers and computing experts, the wider public audience. It is hoped this will aid understanding of the variety of technologies which can be used to enhance understanding of clinical conditions using modern day methodologies
    Pages: XVI, 141 p. 87 illus., 57 illus. in color. : online resource.
    Edition: 1st ed. 2019.
    ISBN: 9783030193850
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  • 2
    Keywords: Biomedical Engineering ; Biology / Data processing ; Biotechnology ; Biomedical Engineering/Biotechnology ; Computer Appl. in Life Sciences ; Biotechnology ; Springer eBooks
    Description / Table of Contents: Interactive 3D Digital Models for Anatomy and Medical Education -- Using Interactive 3D Visualisations in Neuropsychiatric Education -- New Tools in Education: Development and Learning Effectiveness of a Computer Application for use in a University Biology Curriculum -- Seeing with Sound: How Ultrasound Is Changing the Way We Look at Anatomy -- Creating a 3D Learning Tool for the Growth and Development of the Craniofacial Skeleton -- Medical Imaging and Facial Soft Tissue Thickness Studies for Forensic Craniofacial Approximation: A Pilot Study on Modern Cretans -- The affordances of 3D and 4D digital technologies for computerized facial depiction -- Auxiliary Tools for Enhanced Depth Perception in Vascular Structures -- A Visual Analytics Approach for Comparing Cohorts in Single-voxel Magnetic Resonance Spectroscopy Data -- Visual Analytics for the Representation, Exploration, and Analysis of High-Dimensional, Multi-Faceted Medical Data
    Abstract: This edited book explores the use of technology to enable us to visualise the life sciences in a more meaningful and engaging way. It will enable those interested in visualisation techniques to gain a better understanding of the applications that can be used in visualisation, imaging and analysis, education, engagement and training. The reader will be able to explore the utilisation of technologies from a number of fields to enable an engaging and meaningful visual representation of the biomedical sciences. This use of technology-enhanced learning will be of benefit for the learner, trainer and faculty, in patient care and the wider field of education and engagement. This second volume on Biomedical Visualisation will explore the use of a variety of visualisation techniques to enhance our understanding of how to visualise the body, its processes and apply it to a real world context. It is divided into three broad categories – Education; Craniofacial Anatomy and Applications and finally Visual Perception and Data Visualization. In the first four chapters, it provides a detailed account of the history of the development of 3D resources for visualisation. Following on from this will be three major case studies which examine a variety of educational perspectives in the creation of resources. One centres around neuropsychiatric education, one is based on gaming technology and its application in a university biology curriculum, and the last of these chapters examines how ultrasound can be used in the modern day anatomical curriculum. The next three chapters focus on a complex area of anatomy, and helps to create an engaging resource of materials focussed on craniofacial anatomy and applications. The first of these chapters examines how skulls can be digitised in the creation of an educational and training package, with excellent hints and tips. The second of these chapters has a real-world application related to forensic anatomy which examines skulls and soft tissue landmarks in the creation of a database for Cretan skulls, comparing it to international populations. The last three chapters present technical perspetives on visual perception and visualisation. By detailing visual perception, visual analytics and examination of multi-modal, multi-parametric data, these chapters help to understand the true scientific meaning of visualisation. The work presented here can be accessed by a wide range of users from faculty and students involved in the design and development of these processes, to those developing tools and techniques to enable visualisation in the sciences
    Pages: XV, 164 p. 90 illus., 64 illus. in color. : online resource.
    Edition: 1st ed. 2019.
    ISBN: 9783030142278
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  • 3
    Keywords: Biomedical Engineering ; Biology / Data processing ; Biotechnology ; Biomedical Engineering/Biotechnology ; Computer Appl. in Life Sciences ; Biotechnology ; Springer eBooks
    Description / Table of Contents: Enhancing Nursing Education through Affordable and Realistic Holographic Mixed Reality: The Virtual Standardized Patient for Clinical Simulation -- Potential Application Of Virtual Reality For Interface Customisation (And Pre-Training) Of Amputee Patients As Preparation For Prosthetic Use -- Visualising Medical Heritage: New Approaches To Digitisation And Interpretation Of Medical Heritage Collections -- Integrating 3D visualisation technologies in undergraduate anatomy education -- Pedagogical perspectives on the use of technology within medical curricula: moving away from norm driven implementation -- Towards a More User-Friendly Medication Information Delivery to People Living with Multiple Sclerosis: A Case Study with Alemtuzumab -- The Co-Design of Hand Rehabilitation Exercises for Multiple Sclerosis Using Hand Tracking System -- Examining Vascular Structure And Function Using Confocal Microscopy And 3D Imaging Techniques -- Which Tool Is Best: 3D Scanning Or Photogrammetry - It Depends On The Task -- Application of Photogrammetry in Biomedical Science
    Abstract: This edited volume explores the use of technology to enable us to visualise the life sciences in a more meaningful and engaging way. It will enable those interested in visualisation techniques to gain a better understanding of the applications that can be used in imaging and analysis, education, engagement and training. The reader will be able to explore the utilisation of technologies from a number of fields to enable an engaging and meaningful visual representation of the life sciences. This use of technology-enhanced learning will be of benefit for the learner, trainer, in patient care and the wider field of education and engagement. By examining a range of techniques in image capture (photogrammetery, stereophotogrammetry, microphotogrammetry and autostereoscopy), this book will showcase the wide range of tools we can use. Researchers in this field will be able to find something suitable to apply to their work to enhance user engagement through improved visual means using the technologies we have available to us today. It will highlight the uses of these technologies to examine many aspects of the human body, and enable improved ways to enhance visual and tactile learning, including 3D printing. By demonstrating co-design processes, working directly with the end-stage users (including patients), it will also highlight successes in adopting tools like hand motion tracking rehabilitation for patients with conditions like multiple sclerosis. The book will also discuss the applications of immersive environments including virtual, augmented and mixed reality. The ultimate aim is to show how, by using these tools, we can enhance communication, mobile applications, health literacy and illustration of both normal and pathological processes in the body. By applying a wide range of tools and technologies, this volume will highlight the wide range of applications in education, training and learning both for students and faculty, but also for patient care and education. Therefore, the work presented here can be accessed by a wide range of users from faculty and students involved in the design and development of these processes, by examining the pedagogy around these technologies. Importantly, it presents material, which will be of benefit for the patient, engaging them to become more involved with techniques like physiotherapy
    Pages: XV, 132 p. 65 illus., 42 illus. in color. : online resource.
    ISBN: 9783030060701
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