Development of a Virtual Reality Application for Oculomotor Examination Education Based on Student-Centered Pedagogy
Austin Finlayson, Rui Wu, Chia-Cheng Lin, Brian Sylcott

TL;DR
This paper presents a VR application for teaching oculomotor examination, emphasizing student-centered learning, cost-effectiveness, and realistic simulation, with positive student feedback and potential broader educational benefits.
Contribution
It introduces a novel VR-based tool for clinical eye examination training that enhances hands-on experience and accommodates diverse learning styles.
Findings
Students preferred the flexibility of the VR app.
The VR tool provided realistic simulation of clinical practice.
High engagement levels observed in user study.
Abstract
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for providing hands-on experience due to the high cost of clinical equipment. To address this, a VR-based application was developed using Unity and the HTC Vive Pro headset, offering a cost-effective solution for practical learning. The VR app allows students to engage in oculomotor examinations at their own pace, accommodating diverse backgrounds and learning preferences. This application enables students to collect and analyze data, providing a realistic simulation of clinical practice. The user study results from Doctor of Physical Therapy students indicate a high preference for the flexibility offered by the VR app, suggesting its potential as a valuable…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
