This immersive video tour of a young patient's journey to the MRI department was created in collaboration with staff at St Thomas and King's College hospitals. Although primarily intended for patients and their parents, it has also been used with students to allow them to experience a child's perspective of the patient journey.
The app is designed to work on a flat screen (mobile or tablet) as a well as a Virtual Reality headset, such as Google's Cardboard. The latter provides a fully immersive experience where instead of swiping to explore the 360° video footage, the user is able to look around the entire scene. In addition, a paper-based booklet can be scanned from the app, using AR triggers which then automatically opens the appropriate video (without needing to navigate through menus).
The use of VR for educational content touches on growing research supporting the benefits of embodied cognition. This is a powerful educational tool which we are working to develop further. In addition, the use of AR triggers is a simple but powerful usecase. Allowing educators to bridge the gap between digital and realworld domains is something which in which we see a lot of potential; perhaps embedding educational overlays on a visit to the ward, Pokemon-Go style, or providing direct access to media-rich information right next to equipment in a lab room.
Software used: Unity / Vuforia.
- Client: Faculty of LIfe Sciences and Medicine.
- Status: Completed December 2016, on-going research
- Themes: virtual reality, augmented reality, app development
- Team: Jonathan Ashmore, Jerome Di Pietro