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Stroke survivors directly link stroke education with their ability to access appropriate treatments and reduce their risk of future strokes. However, with such a diverse population a universal mode of delivering education must be sought. This paper places the artist at the heart of educating patients and carers about their disease by developing a technical process of delivering 3D CT patient stroke data on the Virtual Reality (VR) platform Oculus Rift DK2. VR has already been proven as an efficacious rehabilitation tool for this population but its use in education has not yet been established. This work is being piloted in a new collaboration between the Art & Design Faculty at the University of New South Wales, Australia and the Stroke Rehabilitation Service at St Vincent's Hospital in Sydney. Importantly, this paper places the artist's at the center of the process -- from developing the concept, to prototyping and creating the final visual aesthetic. The different stages of the technical design process are also described in this paper. These provide an early framework for working with VR in a clinical context. The practicalities and pitfalls of navigating vascular datasets in immersive real-time 3D on VR are discussed at the end of this paper. Several recommendations for the future development of this process and its scalability for clinical use are made.

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Conference Paper

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