Abstract

Virtual reality (VR) is a 3‐dimensionsal (3D) digitally‐created environment that is widely used as a training and instructional tool (e.g. surgical preparation, space mission rehearsal, flight training, and even museum exhibits). With the use of a headset and handheld controllers, the user can explore, move around in, and interact with the virtual environment. Of importance to our research, the newest generation of consumer VR systems allows the participant to use their hands to manipulate virtual objects in a very intuitive manner.The goal of our research is to eventually use VR to improve neuroanatomy instruction for medical students. In particular, we hypothesize that with proper application of VR technology, students could learn structures more efficiently, gain deeper understanding of how structure is related to function, and enhance the interactions between students and course leaders (instructors). To test how the design of the virtual learning process and environment affect retention, motivation, and depth of learning for complex concepts in neuroanatomy, we are constructing a virtual laboratory with the use of Blender and Unity softwares. We are adapting a 3D model of the human brain to use as the learning materials for the virtual learning laboratory (VLL) that we are developing with Unity™. Our current build of the Virtual Learning Laboratory is accessed via Oculus Rift+Touch™, in which the students will participate in gamified and active learning by manipulating virtual brain anatomical models using the Touch Controllers ™. We have assembled a 3D brain in Blender, built a prototype VLL, and are currently refining the interface in preparation for testing human participants.VR and Augmented Reality (AR) are already being used as tools in neuroanatomy education. We expect that the virtual learning laboratory that we have developed will allow optimization of the benefits that VR can provide to the learning process. This tool for pedagogical research will be important as improved VR technology and user interfaces are being rapidly developed.Support or Funding InformationThe Academic Medicine Scholars Program at New York Institute of Technology, College of Osteopathic Medicine.This abstract is from the Experimental Biology 2018 Meeting. There is no full text article associated with this abstract published in The FASEB Journal.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call