2021
DOI: 10.1037/tps0000281
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The UW Virtual Brain Project: An immersive approach to teaching functional neuroanatomy.

Abstract: Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing 3D narrated diagrams, which are interactive, guided tours through 3D models of perceptual systems. Lessons can be experienced in virtual realty (VR) or on a personal computer monitor (PC). We predicted participants would learn from lessons presented on both VR and PC device… Show more

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Cited by 10 publications
(13 citation statements)
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“…As shown in Table 2, for 200 students, the maximum score of the traditional system is 300 points, and for 1000 students, the maximum score of the traditional system is 265 points; when the number of students is 600, the maximum number of distance learning based on vocational skills is 485, and the maximum number of distance courses based on vocational skills is 450 points, which are distributed to 200 students [19]. In conclusion, AI-based distance learning network system is used to promote students' interest in learning.…”
Section: Resultsmentioning
confidence: 99%
“…As shown in Table 2, for 200 students, the maximum score of the traditional system is 300 points, and for 1000 students, the maximum score of the traditional system is 265 points; when the number of students is 600, the maximum number of distance learning based on vocational skills is 485, and the maximum number of distance courses based on vocational skills is 450 points, which are distributed to 200 students [19]. In conclusion, AI-based distance learning network system is used to promote students' interest in learning.…”
Section: Resultsmentioning
confidence: 99%
“…The benefits of the educational application of VR systems have been extensively studied before: Schloss et al [12] included audio to narrate information as part of guided VR neuroanatomy tours, and Stepan et al [13] used computed tomography and highlighted the ventricular system and cerebral vasculature to create a focused interactive model. Several different technologies have also been used to produce educational VR experiences, including the origin of the presented anatomical data (magnetic resonance [14], dissection [15]), the hardware which runs the applications (HTC Vive [16], Dextrobeam [17]), or the software which presents the simulation (virtual presentations [18], fully interactive applications [19]).…”
Section: Related Workmentioning
confidence: 99%
“…These games proved successful in consolidating learning and eliciting effective reactions in real life. Another experimental study conducted by Schloss et al (2021) that compared learning in two functional anatomy groups concluded that virtual reality environments are important supportive environments for school education in the future. In conjunction with the aforementioned studies, the practicality and usefulness of virtual robotics in many educational settings was indicated for achieving educational outcomes for K-12 students.…”
Section: Introductionmentioning
confidence: 99%