SkeletonVR: Educating Human Anatomy Through An Interactive Puzzle Assembly

This paper proposes SkeletonVR, a VR puzzle assembly application, to facilitate the education of the human skeletal system. With the use of motion-tracked controllers, the application allows users to grab and assemble bones within the virtual environment to learn about the location and orientation of the different bones within a human skeleton while also educating them on the names of the bones being interacted with. We aim to bring a new experience to users by providing an interactive and immersive environment that makes learning more intriguing while also providing different difficulty modes to keep users engaged and challenged. We further discuss students’ feedback in a VR class to identify the limitations of our approach and evaluate its usefulness. While aiming at human anatomy, our interactive puzzle assembly application can be extended to other research and application domains such as chemical compound structure assembly and structure-based drug design.

[1]  B Siregar,et al.  3D anatomy learning system using Virtual Reality and VR Controller , 2019, Journal of Physics: Conference Series.

[2]  Örjan Smedby,et al.  Web‐based interactive 3D visualization as a tool for improved anatomy learning , 2009, Anatomical sciences education.

[3]  Bernhard Preim,et al.  Coherent Zooming of Illustrations with 3D-Graphics and Text , 1997, Graphics Interface.

[4]  Tomasz Sapiński,et al.  Virtual reality as a new trend in mechanical and electrical engineering education , 2017 .

[5]  G. Riva,et al.  The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature , 2018, Front. Psychol..

[6]  Lauri Malmi,et al.  Empowering Students to Create Better Virtual Reality Applications: A Longitudinal Study of a VR Capstone Course , 2016, Informatics Educ..

[7]  Fahmi Fahmi,et al.  Anatomy learning system on human skeleton using Leap Motion Controller , 2016, 2016 3rd International Conference on Computer and Information Sciences (ICCOINS).

[8]  Jinsil Hwaryoung Seo,et al.  Anatomy builder VR: Applying a constructive learning method in the virtual reality canine skeletal system , 2017, 2017 IEEE Virtual Reality (VR).

[9]  J. Mazurek,et al.  Virtual reality in medicine: a brief overview and future research directions , 2019, Human Movement.

[10]  Jeannette M. Wing An introduction to computer science for non-majors using principles of computation , 2007, SIGCSE.

[11]  Kevin Kok Wai Wong,et al.  A Review of Using Virtual Reality for Learning , 2008, Trans. Edutainment.

[13]  Bernhard Preim,et al.  Learning Hand Anatomy with Sense of Embodiment , 2020, VCBM.

[14]  John L. Salmon,et al.  A Review of the Capabilities of Current Low-Cost Virtual Reality Technology and Its Potential to Enhance the Design Process , 2017, J. Comput. Inf. Sci. Eng..

[15]  Tommy Dang,et al.  Learners' Technological Acceptance of VR Content Development: A Sequential 3-Part Use Case Study of Diverse Post-Secondary Students , 2019, Int. J. Semantic Comput..

[16]  Stefan Stavrev Natural User Interface for Education in Virtual Environments , 2016 .

[17]  Xiaoqing Gu,et al.  Effectiveness of immersive virtual reality using head-mounted displays on learning performance: A meta-analysis , 2020, Br. J. Educ. Technol..

[18]  Vinh Thai Nguyen,et al.  Web-Based Virtual Reality Development in Classroom: From Learner's Perspectives , 2018, 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR).

[19]  D. H. Bell Teaching virtual reality , 1996, SGCS.

[20]  Jivka Ovtcharova,et al.  Teaching Methodology for Virtual Reality Practical Course in Engineering Education , 2013, VARE.