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020 _a9783030242817
024 7 _a10.1007/978-3-030-24281-7
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aR857.T47
_b2019 EB
245 0 0 _aBiomedical Visualisation :
_bVolume 4
_cedited by Paul M. Rea
250 _aFirst edition
264 1 _aCham, Switzerland
_bSpringer International Publishing
_c2019
300 _a1 recurso en línea (XVI, 138 páginas)
_b52 ilustraciones, 33 ilustraciones a color
336 _2rdacontent
_aTexto
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
347 _atext file
_bPDF
490 0 _aAdvances in Experimental Medicine and Biology
_x0065-2598
_v1171
490 0 _aBiomedical and Life Sciences (Springer-11642)
505 0 _aPreface -- Assessing the Role of Screencasting and Video use in Anatomy Education -- Exploring the Role of xR in Visualizations for Use in Medical Education -- Virtual Patients in Health Professions Education -- Student-created online teaching resources for students -- Massive Open Online Courses: Current and future trends in biomedical sciences -- Applying geometric morphometrics to digital reconstruction and anatomical investigation -- Three-dimensional visualisation of skeletal cavities -- Recommended Workflow Methodology in the Creation of an Interactive Application for Patient's Diagnosed with Pancreatic Cancer -- Evaluation of Child-Friendly Augmented Reality Tool for Patient-centered Education in Radiology and Bone Reconstruction -- Using technology to engage the public in biomedical sciences -- Index.
520 3 _aThis 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 five chapters examine a range of tools and technologies that can be used in anatomical, medical and bioscience education. This includes screencasting and video for anatomical education; the role of xR visualisations, virtual patients, student centred online e-resources and MOOCs and what the current and future trends in this field are. The sixth and seventh chapters examine ways to utilise technologies in digital reconstruction, visualisation and anatomical examination to enhance understanding of structures and their relations. The final three chapters detail how to use technology in engaging patients and the wider public. The first of these chapters discusses a workflow methodology that can be used to create an interactive app for patient's newly diagnosed with pancreatic cancer, and demonstrates how this can be applied to different clinical scenarios. The penultimate chapter shows how an augmented reality tool can be used to educate children about skeletal anatomy and broken bones. The final chapter highlights how technology can be used to engage the public in bioscience education.
988 _aPrimersemestre_2020_BiomedLife
650 7 _2embne
_9405899
_aImágenes tridimensionales en medicina
650 7 _2embne
_aBioinformática
_9160489
650 7 _2embne
_9143820
_aIngeniería biomédica
700 1 _aRea, Paul M.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9675385
710 2 _aSpringerLink (Online service)
_9106996
773 0 _tSpringer eBooks
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-24281-7
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
_n0
998 _b04/2020
_dz
_eh
_zSI