Muhammad Ivan MuntahirSritrusta SukaridhotoDwi Kurnia BasukiRizqi Putri Nourma BudiartiIlham Achmad Al-HafidzEvianita Dewi FajriantiKirana HanifatiNaufal Adi SatrioAlfis Syahry
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.
Isak de Villiers BosmanAlyssa C. SmithY.-L. R. WongKwan Sui Dave KaDaniel Gelaw AlemnehAnthony Chow