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401. Enabling More Accessible MS Rehabilitation Training Using Virtual Reality.

402. Collect the Bones, Avoid the Cones: A Game-Based App for Public Engagement.

403. Augmented and Virtual Reality in Anatomical Education - A Systematic Review.

404. Engaging with Children Using Augmented Reality on Clothing to Prevent Them from Smoking.

405. A Serious Game on Skull Anatomy for Dental Undergraduates.

406. Recommended Workflow Methodology in the Creation of an Interactive Application for Patient's Diagnosed with Pancreatic Cancer.

407. Medical Imaging and Facial Soft Tissue Thickness Studies for Forensic Craniofacial Approximation: A Pilot Study on Modern Cretans.

408. A Game Changer: 'The Use of Digital Technologies in the Management of Upper Limb Rehabilitation'.

409. Evaluation of Child-Friendly Augmented Reality Tool for Patient-Centered Education in Radiology and Bone Reconstruction.

410. Interactive 3D Visualisation of the Mammalian Circadian System.

411. The Co-design of Hand Rehabilitation Exercises for Multiple Sclerosis Using Hand Tracking System.

412. The Use of Social Media in Anatomical and Health Professional Education: A Systematic Review.

414. Development of a Patient-Specific 3D-Printed Liver Model for Preoperative Planning.

415. Arterial Anastomosis in the Tongue.

416. A recommended workflow methodology in the creation of an educational and training application incorporating a digital reconstruction of the cerebral ventricular system and cerebrospinal fluid circulation to aid anatomical understanding.

417. Acute fractures of the pediatric foot and ankle.

418. The precision of four commonly used surgical landmarks for locating the facial nerve in anterograde parotidectomy in humans.

419. Radiolucency and migration after Oxford unicompartmental knee arthroplasty.

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