Biomedical Visualisation

Volume 4

  • Paul M. Rea

Part of the Advances in Experimental Medicine and Biology book series (AEMB, volume 1171)

Table of contents

  1. Front Matter
    Pages i-xvi
  2. Patrick Pennefather, Claudia Krebs
    Pages 15-23
  3. Nathaniel Patrick Andrew Quail, James Graham Boyle
    Pages 25-35
  4. Camille Huser, Leah Marks, Aileen Linn, Sarah Meek
    Pages 37-46
  5. Alessio Veneziano, Antonio Profico
    Pages 73-83
  6. Adam M. Taylor, Quenton Wessels
    Pages 127-135
  7. Back Matter
    Pages 137-138

About this book


This edited book explores the use of technology to enable us to visualise the life sciences in a more meaningful and engaging way. It will enable those interested in visualisation techniques to gain a better understanding of the applications that can be used in visualisation, imaging and analysis, education, engagement and training.

The reader will be able to explore the utilisation of technologies from a number of fields to enable an engaging and meaningful visual representation of the biomedical sciences, with a focus in this volume related to anatomy, and clinically applied scenarios.

The first five chapters examine a range of tools and technologies that can be used in anatomical, medical and bioscience education. This includes screencasting and video for anatomical education; the role of xR visualisations, virtual patients, student centred online e-resources and MOOCs and what the current and future trends in this field are.

The sixth and seventh chapters examine ways to utilise technologies in digital reconstruction, visualisation and anatomical examination to enhance understanding of structures and their relations.

The final three chapters detail how to use technology in engaging patients and the wider public. The first of these chapters discusses a workflow methodology that can be used to create an interactive app for patient’s newly diagnosed with pancreatic cancer, and demonstrates how this can be applied to different clinical scenarios. The penultimate chapter shows how an augmented reality tool can be used to educate children about skeletal anatomy and broken bones. The final chapter highlights how technology can be used to engage the public in bioscience education.


Computing technology Photogrammetry Virtual and augmented reality 3D printing e-tutorial

Editors and affiliations

  • Paul M. Rea
    • 1
  1. 1.Anatomy Facility, Thomson Building, School of Life Sciences, College of Medical, Veterinary and Life SciencesUniversity of GlasgowGlasgowUK

Bibliographic information

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