Cranial bones study using a smartphone augmented reality app

Main Article Content

Joffre Paladines Rodríguez
http://orcid.org/0000-0001-9236-5135
Daniel Nicolás Tettamanti Montalván
http://orcid.org/0000-0001-6910-5351

Abstract

Introduction. Cranium is a mobile application that uses augmented reality, which serves as a means of support for the medical student to study the bones of the skull. Objective to improve this situation while raising interest in the subject in students without replacing the aforementioned book. Materials and methods A qualitative research is proposed, divided into three phases: identification, development of augmented application and evaluation with the users of the developed application, for which surveys and in-depth interviews are used to collect information. Results87% indicates the great need to implement new technologies in education. Discussionat the icon level of the application was very well qualified with only a small observation to modify it a bit its aspect Conclusions make changes that will help the application to be more pleasant and functional for users

Downloads

Download data is not yet available.

Article Details

How to Cite
Paladines Rodríguez, J., & Tettamanti Montalván, D. N. (2019). Cranial bones study using a smartphone augmented reality app. Espirales Revista Multidisciplinaria De investigación, 2(e), 199–207. https://doi.org/10.31876/er.v3i27.568
Issue
Section
Artículos
Share |

References

Aguerrondo, M. I. (1999). La trama de la escuela media. Atando y desatando nudos.

App infantil con Realidad Aumentada, el universo Chromville. (s. f.). Recuperado 29 de junio de 2018, de http://imascono.com/es/portfolio-item/app-infantil-chromville

Cabero-Almenara, J., Vázquez-Cano, E., & López-Meneses, E. (2018). Uso de la Realidad Aumentada como Recurso Didáctico en la Enseñanza Universitaria. Formación universitaria, 11(1), 25-34. https://doi.org/10.4067/S0718-50062018000100025

Caudell, T. P., & Mizell, D. W. (1992). Augmented reality: an application of heads-up display technology to manual manufacturing processes (pp. 659-669 vol.2). IEEE. https://doi.org/10.1109/HICSS.1992.183317

Garcés, L. (s. f.). REPÚBLICA DEL ECUADOR CONSEJO NACIONAL DE PLANIFICACIÓN, Garcés, L. M - Buscar con Google. Recuperado 30 de agosto de 2018, de https://www.google.com.ec/search?q=REP%C3%9ABLICA+DEL+ECUADOR+CONSEJO+NACIONAL+DE+PLANIFICACI%C3%93N%2C+Garc%C3%A9s%2C+L.+M&oq=REP%C3%9ABLICA+DEL+ECUADOR+CONSEJO+NACIONAL+DE+PLANIFICACI%C3%93N%2C+Garc%C3%A9s%2C+L.+M&aqs=chrome..69i57.37244j0j7&sourceid=chrome&ie=UTF-8

Heilig, M. L. (1971). Experience theater. United States. Recuperado de https://patents.google.com/patent/US3628829A/en

Home - Quiver 3D Augmented Reality coloring apps. (2018, junio 29). Recuperado 29 de junio de 2018, de http://www.quivervision.com/

Ltd, E. (2018, junio 29). Anatomy 4D Review. Recuperado 29 de junio de 2018, de https://www.educationalappstore.com/app/anatomy-4d

Realidad Aumentada y Virtual: Descubriendo sus posibilidades en Educación y Formación – Education #EDUinsights. (2018, marzo 22). Recuperado 20 de junio de 2018, de http://aumenta.me/2018/03/22/realidad-aumentada-y-virtual-descubriendo-sus-posibilidades-en-educacion-y-formacion-education-eduinsights/

Rice, R. (2009, marzo). Augmented Vision and the Decade of Ubiquity. Recuperado 29 de junio de 2018, de http://www.curiousraven.com/future-vision/2009/3/20/augmented-vision-and-the-decade-of-ubiquity.html

Zheng, R., Zhang, D., & Yang, G. (2015). Seam the Real with the Virtual:a Review of Augmented Reality. Atlantis Press. https://doi.org/10.2991/itoec-15.2015.17