One of the most ancient of sciences, anatomy has evolved over many centuries. Additionally, knowledge tests suggest a potentially beneficial effect on learning. The results indicate that, in general, students' attitudes towards the EVA-program were positive when compared with anatomy textbooks, but results were not the same with dissections. These movies were supplemented with associated information, color keys, and notes. A total of nine QTVR movies were produced encompassing most of the major arteries of the body. Once created using the segmentation tool, the image series were exported in Quick Time Virtual Reality (QTVR) format and integrated within a web framework of the Educational Virtual Anatomy (EVA) program. This method allows users, with relative ease, to convert computer tomography or magnetic resonance images into vivid 3D VR movies using the OsiriX software equipped with the CMIV CTA plug-in. Several 3D vascular VR models were created using an interactive segmentation tool based on the "virtual contrast injection" method. The aim was to assess whether students value this new three-dimensional (3D) visualization method as a learning tool and what value they gain from its use in reaching their anatomical learning objectives. This study tested a new virtual reality (VR) technique for anatomy learning based on virtual contrast injection. © 2012 American Association of Anatomists.ĭespite a long tradition, conventional anatomy education based on dissection is declining. Furthermore, HTML5 VR learning objects can be embedded in "ebook" document files, supporting the development of new types of electronic textbooks on mobile devices that are increasingly popular and self-adopted for mobile learning. Such HTML5 VR learning objects are usable on new mobile devices that do not support QuickTime VR, as well as on personal computers. Multiple types or "dimensions" of anatomical information can be embedded in such learning objects, supporting different kinds of online learning applications, including interactive atlases, examination questions, and complex, multi-structure presentations. This article describes complementary methods for creating comparable, multiplatform VR learning objects in the new HTML5 standard format, circumventing platform-specific limitations imposed by the QuickTime VR multimedia file format. ![]() Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android tablets. Furthermore, QTVR can easily be used in transforming newer, high-resolution clinical imaging data to produce standardized, interactive ''virtual reality learning objects'' (VRLOs Trelease and Rosset, 2008 Unfortunately, as computer multimedia and web technologies have continued to evolve, web browsers have begun to move away from supporting media software ''plug-ins,'' such as those needed for running QTVR objects and panoramas. QuickTime VR (QTVR) has been a popular multimedia software format for conveniently producing interactive, simulated 3D objects that can run ''stand-alone'' on personal computers (PCs) and embedded in web pages ( Trelease et al., 2000 Nieder et al., 2000Nieder et al.,, 2004). In legacy approaches to e-learning, computer-based three dimensional (3D) and virtual reality (VR) visualization and simulation methods have been used to allow interactive study of anatomical structures, relationships, and concepts, both within and outside of the confines of laboratories and lecture halls (Trelease, 1996(Trelease,, 1998. ![]() ![]() Four separate practical applications are presented for light and electron microscopy, dissectable preserved specimens, and explorable functional anatomy in magnetic resonance cinegrams. But what is really included in QuickTime VR and how can it be easily used to produce novel and innovative visualizations for education and research? This tutorial introduces the QuickTime multimedia environment, its QuickTime VR extensions, basic linear and non-linear digital video technologies, image acquisition, and other specialized QuickTime VR production methods. While its core functions might be most commonly employed for production and delivery of conventional video programs (e.g., lecture videos), additional QuickTime VR "virtual reality" features can be used to produce photorealistic, interactive "non-linear movies" of anatomical structures ranging in size from microscopic through gross anatomic. Continuing evolution of computer-based multimedia technologies has produced QuickTime, a multiplatform digital media standard that is supported by stand-alone commercial programs and World Wide Web browsers.
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