@article{430db9da3c464dd6a2cdc7b0fc0d041e,
title = "Implementing virtual and augmented reality tools for radiology education and training, communication, and clinical care",
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.",
author = "Uppot, {Raul N.} and Benjamin Laguna and McCarthy, {Colin J.} and {De Novi}, Gianluca and Andrew Phelps and Eliot Siegel and Jesse Courtier",
note = "Funding Information: Supported by the Ralph Schlaeger Charitable Foundation and supported in part by a University of California San Francisco Catalyst Award (Fund #5018 and Project #2001449). Funding Information: Supported by the Ralph Schlaeger Charitable Foundation and supported in part by a University of California San Francisco Catalyst Award (Fund #5018 and Project #2001449). Special thanks to the Massachusetts General Hospital Radiology Strategic Communications Team. Publisher Copyright: {\textcopyright} RSNA, 2019",
year = "2019",
doi = "10.1148/radiol.2019182210",
language = "English (US)",
volume = "291",
pages = "570--580",
journal = "RADIOLOGY",
issn = "0033-8419",
publisher = "Radiological Society of North America Inc.",
number = "3",
}