| Literature DB >> 30990383 |
Raul N Uppot1, Benjamin Laguna1, Colin J McCarthy1, Gianluca De Novi1, Andrew Phelps1, Eliot Siegel1, Jesse Courtier1.
Abstract
Advances in virtual immersive and augmented reality technology, commercially available for the entertainment and gaming industry, hold potential for education and clinical use in medicine and the field of medical imaging. Radiology departments have begun exploring the use of these technologies to help with radiology education and clinical care. The purpose of this review article is to summarize how three institutions have explored using virtual and augmented reality for radiology. © RSNA, 2019.Year: 2019 PMID: 30990383 DOI: 10.1148/radiol.2019182210
Source DB: PubMed Journal: Radiology ISSN: 0033-8419 Impact factor: 11.105