ArticlePloS one2018
Proof of concept of a workflow methodology for the creation of basic canine head anatomy veterinary education tool using augmented reality.
Article in PloS one, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
7 citing papers in PubMed.
- Physical models and simulators in veterinary education: current status, learning impact, and future perspectives.Frontiers in veterinary science · 2026Review
- Smart Osteology: An AI-Powered Two-Stage System for Multi-Species Long Bone Detection and Classification Using YOLOv5 and CNN Architectures for Veterinary Anatomy Education and Forensic Applications.Veterinary sciences · 2025Article
- Choose Your Own Adventure: Using Twine for Gamified Interactive Learning in Veterinary Anaesthesia.Veterinary sciences · 2025Article
- The Application of 3D Anatomy for Teaching Veterinary Clinical Neurology.Animals : an open access journal from MDPI · 2023Article
- State of the Art and Future Prospects of Virtual and Augmented Reality in Veterinary Medicine: A Systematic Review.Animals : an open access journal from MDPI · 2022Review
- Use of 3-dimensional printing in surgical exploration of a nasolacrimal duct obstruction in a dog.The Canadian veterinary journal = La revue veterinaire canadienne · 2020Article
- Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Neuroanatomy can be challenging to both teach and learn within the undergraduate veterinary medicine and surgery curriculum. Traditional techniques have been used for many years, but there has now been a progression to move towards alternative digital models and interactive 3D models to engage the learner. However, digital innovations in the curriculum have typically involved the medical curriculum rather than the veterinary curriculum. Therefore, we aimed to create a simple workflow methodology to highlight the simplicity there is in creating a mobile augmented reality application of basic canine head anatomy. Using canine CT and MRI scans and widely available software programs, we demonstrate how to create an interactive model of head anatomy. This was applied to augmented reality for a popular Android mobile device to demonstrate the user-friendly interface. Here we present the processes, challenges and resolutions for the creation of a highly accurate, data based anatomical model that could potentially be used in the veterinary curriculum. This proof of concept study provides an excellent framework for the creation of augmented reality training products for veterinary education. The lack of similar resources within this field provides the ideal platform to extend this into other areas of veterinary education and beyond.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.