Abstract

Immersive technology has developed and impacted the revolution in the medical education sector, especially during the COVID-19 pandemic, which required adaptation to new learning methods. Medical education requires intensive learning, such as face-to-face meetings with teachers and supporting equipment. During the pandemic, most learning activities use online video meetings and video learning. The learning method may be helpful for theory-based learning, but in practice-based education, several aspects, such as the absence of supporting equipment, must be considered. In this paper, the author designs a learning scenario in the medical field, namely a simulation of infusion installation on the web XR platform and VR applications. Here, we will show how these two immersive technologies differ and a more effective platforms for use in virtual simulation-based learning scenarios. The Native VR applications can only be run on VR devices, while WebXR is a multi-cross platform that can run on PCVR, Android as AR devices, Oculus Quest 2 as VR devices, Magic Leap 1, and HoloLens 2 as MR devices. The author will also evaluate using the PIECES framework to get test results between the two platforms. The satisfaction predicate on VR application has a higher overall average with 4.7 meanwhile the WebXR overall average value is 4.35.

Keywords:
Computer science Immersive technology Multimedia Virtual reality Adaptation (eye) Android (operating system) Virtual learning environment Human–computer interaction

Metrics

11
Cited By
1.34
FWCI (Field Weighted Citation Impact)
16
Refs
0.77
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Virtual Reality Applications and Impacts
Physical Sciences →  Computer Science →  Human-Computer Interaction
Augmented Reality Applications
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition
Surgical Simulation and Training
Health Sciences →  Medicine →  Surgery

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