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Titlebook: Biomedical Visualisation; Volume 7 Paul M. Rea Book 2020 The Editor(s) (if applicable) and The Author(s), under exclusive license to Spring

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The Statistical Basis of Valuation, currently available eHistology programme on a cohort of life sciences graduates (. = 14) through qualitative surveys and quantitative testing through labelling and orientation-based tests. The results suggest that using a 3D modality such as the one described here significantly improves student com
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https://doi.org/10.1007/978-1-4615-0575-4ead..The findings are based on the total of 15 participants, 9 of which were exposed to the information via animation (Group A) and 6 who were given information in a form of written narrative (Group B). It was found that Group A scored average . = 15 (out of 25) on the post assessment compared to Gr
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William W. Doe III,Russell S. Harmonhildren are presented a realistic model of the human lungs of a healthy person and of a smoker. The aim of this research is to propose a transformative experience in order to put children off this dangerous habit whilst they gain knowledge about the effect of smoking on their organs. The anatomical
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William D. Goran,Jeffery P. Hollandll-known songs, in order to gradually challenge the user as they progress through their rehabilitation. The Recycle game focused on entertainment; it was playful providing a simpler but engaging and fun experience that used items that are seen in everyday life. In addition, a scoring system was impl
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James F. Reynolds,John D. Tenhunencted in this research suggest that 3D modelling workflows which mimic the processes occurring during development of the temporal bone are most suitable for producing realistic 3D models. Animation workflows tested in this research have all shown potential to produce morphing animations of the develo
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https://doi.org/10.1007/978-3-662-01145-4r evaluation. In total, 50 participants were recruited (mean age 15.6 ± 1.647, range 7–64) with 62% of participants aged 7–12. Usability and educational value were rated highly with 70% of participants agreeing they could use the app without any external instructions and 90% agreeing they understand
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J. P. Schimel,K. Kielland,F. S. Chapin IIIto gather open-ended feedback on the usability and suitability of the game mechanic for dental undergraduate education. Feedback suggested that it was straightforward to interact with the skull models but that the rewards were not as well integrated into the flow and immersion of the game as intende
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