G13: Learning Capacity in Simulated Virtual Neurological Procedures

Mancosu,M.S., Czanner,S., Punter,M.

Abstract:
In the last years, the use of Virtual Reality (VR) skyrocketed in many fields. From videogames to education, thepopularity of this technology is well known also thanks to its affordability and the growing number of availablecontents. An immersive approach and the correct use of gamification have been proven to be valuable tools forlearning in different fields. There are many examples of VR application adopted also on healthcare not only forlearning purposes but also for patients’ rehabilitation. This paper is intended to list some existing works and thenpresent our project for an immersive serious game meant to enhance the training of healthcare workers and medicalstudents for the assessment of stroke patients.