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The Role of Extended Reality

in Anatomy Education:

A Focus on the Cranio-Cervical Region.

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By Sibusiso Skhosana

Supervisor: Ayesha Boomgaard

Co-Supervisor: Kaylyn Fritz

Co-Supervisor: Mogammad Allie

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Introduction

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Solution

XR (AR/VR) platform for immersive, interactive anatomy learning.

Features: 3D models, virtual dissection, gamified quizzes.

Impact

Cost-effective, scalable, and accessible anatomy education.

Problem Statement

The shortage of cadavers and ineffective 2D learning tools in South African .

Traditional methods (textbooks, 2D diagrams) fail to teach 3D spatial relationships and make it abtract for students to learn.

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Literature Review

Key Findings:

  • XR improves engagement and retention (Moro et al., 2017).
  • Anat_Hub case study (Boomgaard et al., 2022):
    • 28% performance boost with blended XR learning.
    • Low-poly models + haptic feedback enhance usability.

Gap Addressed:

  • SA’s educational resource inequalities (van Dyk & Cowling, 2023).
  • Need for mobile-friendly, decolonized tools high quality educational tools (CHE, 2021).

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Project Objective

  1. Replace cadavers with interactive 3D models of the cranio-cervical region.
  2. Develop multi-platform XR (AR for smartphones, VR for labs)that educates people about the head neck.
  3. Enhance spatial understanding of nerves, muscles, and bones.
  4. Use Agile + participatory design for user-centric development.

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Methodology

Agile Scrum

Iterative development with educator/student feedback.

Tools

Unity3D + 3ds Max for cross-platform deployment.

Features

Layer-by-layer exploration (skin → bones → nerves).

Markerless AR (smartphone) + optional VR modes.

Testing

Metrics for learning outcomes (quiz scores, user surveys).

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Technical Design

3D Models:

  • Low-poly count for mid-range devices.
  • Focus: Head and Neck Region

Interaction

  • Touch gestures (AR), controller inputs (VR).
  • Virtual dissection via "layer peeling."

Hardware

  • Minimum specs for mobile AR (Android/iOS).

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Expected Outcome

Educational Impact:

  • Improved 3D comprehension (target: 30% retention increase).
  • Reduced reliance on cadavers.

Social Impact:

  • Equal access for rural/urban institutions.
  • Supports SA’s healthcare education goals.

Future Work:

  • Expand to other anatomical regions.
  • Integrate AI for personalized learning.

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Conclusion

  • XR transforms anatomy education by making it:
  • Immersive (3D exploration),
  • Interactive (quizzes, dissection),
  • Inclusive (works on smartphones).

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Term 1 Project Plan

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Reference

[1] A. Boomgaard, K.A. Fritz, O.E. Isafiade et al., "A Novel Immersive Anatomy Education System (Anat_Hub): Redefining Blended Learning for the Musculoskeletal System," Applied Sciences, vol. 12, no. 11, p. 5694, 2022.

[2] T. van Dyk and M.A. Cowling, "Virtual Reality in South African Medical Education: A Scoping Review," South African Journal of Science, vol. 119, no. 3/4, pp. 1-9, 2023.

[3] Council on Higher Education, Digital Transformation in SA Universities: Health Sciences Case Studies, CHE, 2021.

[4] C. Moro, Z. Štromberga and A. Raikos, "The Effectiveness of Virtual and Augmented Reality in Health Sciences and Medical Anatomy," Anatomical Sciences Education, vol. 10, no. 6, pp. 549-559, 2017.

[5] N. Mpofu and E. Mnkandla, "Augmented Reality for STEM Education in Resource-Limited South African Schools," in Proc. IEEE Global Engineering Education Conference, 2022, pp. 1-6.McGraw-Hill, 2014.

[6] Lee, J., Kim, H., & Kim, Y. (2020). Immersive Learning in Medical Education: VR/AR Applications. Springer.

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