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Mobilizing Clinical Imaging, 3D Anatomy, and Digital Microscopy Data for Virtual Reality Learning Objects: HTML5 and Ubiquitous Learning Methods
Author(s) -
Trelease Robert Bernard
Publication year - 2013
Publication title -
the faseb journal
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.709
H-Index - 277
eISSN - 1530-6860
pISSN - 0892-6638
DOI - 10.1096/fasebj.27.1_supplement.960.33
Subject(s) - computer science , html5 , mobile device , usable , virtual reality , multimedia , software , android (operating system) , dicom , human–computer interaction , artificial intelligence , world wide web , programming language , operating system
Web deployed anatomical simulations or “virtual reality learning objects” can be produced with QuickTime VR software (QTVR), but their use for online and mobile learning is constrained by declining support for personal computer web browser plug‐ins and by unavailability of the media format on mobile computing devices like Apple iPad and Android tablets. However, easily implemented image processing methods can now create comparable VR learning objects in the new HTML5 standard format, circumventing these platform‐specific software limitations. Usable data sources include clinical imaging (e.g., MR and CT in DICOM format), existing QTVR objects, digital photographs of anatomical specimens, models, and “virtual microscopy” image arrays. Multiple types or “dimensions” of anatomical information can be embedded in these learning objects, supporting different kinds of online and computer‐resident learning applications, including interactive atlases, examination questions, and complex, multi‐structure presentations. These HTML5 VR learning objects work on mobile devices that do not support QTVR, as well as on personal computers. HTML5 VR learning objects can also be embedded in “ebook” document files, for developing new types of electronic textbooks for tablets and other mobile computing devices, that are increasingly popular and self‐adopted for ubiquitous learning (“learn anywhere”) applications.