Enhancing anatomy learning through collaborative VR? An advanced investigation

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Haya Almaree , Roland Fischer , René Weller , Verena Uslar , Dirk Weyhe , Gabriel Zachmann
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Abstract

Common techniques for anatomy education in medicine include lectures and cadaver dissection, as well as the use of replicas. However, recent advances in virtual reality (VR) technology have led to the development of specialized VR tools for teaching, training, and other purposes. The use of VR technology has the potential to greatly enhance the learning experience for students. These tools offer highly interactive and engaging learning environments that allow students to inspect and interact with virtual 3D anatomical structures repeatedly, intuitively, and immersively. Additionally, multi-user VR environments can facilitate collaborative learning, which has the potential to enhance the learning experience even further. However, the effectiveness of collaborative learning in VR has not been adequately explored. Therefore, we conducted two user studies, each with n1,2=33 participants, to evaluate the effectiveness of virtual collaboration in the context of anatomy learning, and compared it to individual learning. For our two studies, we developed a multi-user VR anatomy learning application using UE4. Our results demonstrate that our VR Anatomy Atlas offers an engaging and effective learning experience for anatomy, both individually and collaboratively. However, we did not find any significant advantages of collaborative learning in terms of learning effectiveness or motivation, despite the multi-user group spending more time in the learning environment. In fact, motivation tended to be slightly lower. Although the usability was rather high for the single-user condition, it tended to be lower for the multi-user group in one of the two studies, which may have had a slightly negative effect. However, in the second study, the usability scores were similarly high for both groups. The absence of advantages for collaborative learning may be due to the more complex environment and higher cognitive load. In consequence, more research into collaborative VR learning is needed to determine the relevant factors promoting collaborative learning in VR and the settings in which individual or collaborative learning in VR is more effective, respectively.

Abstract Image

通过协作式 VR 增强解剖学学习?一项高级调查
医学解剖学教育的常用技术包括讲座和尸体解剖,以及使用复制品。然而,虚拟现实(VR)技术的最新进展促使人们开发出了用于教学、培训和其他目的的专用 VR 工具。VR 技术的使用有可能大大增强学生的学习体验。这些工具提供了高度互动和引人入胜的学习环境,让学生可以反复、直观和身临其境地检查虚拟三维解剖结构并与之互动。此外,多用户 VR 环境可以促进协作学习,从而有可能进一步增强学习体验。然而,在 VR 中进行协作学习的有效性尚未得到充分探讨。因此,我们进行了两项用户研究,每项研究都有 n1,2=33 名参与者,以评估解剖学习中虚拟协作的有效性,并将其与个人学习进行比较。在这两项研究中,我们使用 UE4 开发了多用户 VR 解剖学习应用程序。我们的研究结果表明,我们的 VR 解剖图集为解剖学学习提供了引人入胜的有效学习体验,无论是单独学习还是协作学习。然而,尽管多用户小组在学习环境中花费了更多时间,我们并未发现协作学习在学习效果或学习动机方面有任何显著优势。事实上,学习积极性往往略低。虽然单用户条件下的可用性相当高,但在两项研究中的一项研究中,多用户组的可用性往往较低,这可能会产生轻微的负面影响。不过,在第二项研究中,两组的可用性得分同样很高。协作学习没有优势的原因可能是环境更复杂,认知负荷更高。因此,需要对 VR 协同学习进行更多研究,以确定促进 VR 协同学习的相关因素,以及在 VR 中个人或协同学习更有效的环境。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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