Prototyping approach to test and evaluate a 3D brain model for psychology teachers and students | Intellect Skip to content
1981
Volume 13, Issue 1
  • ISSN: 2397-9704
  • E-ISSN: 2397-9712

Abstract

The virtual reality progress is undeniable. It has dabbled in multiple fields, from general education, all the way to the complicated nuclear technology education. This can be attributed to the flexibility of this tool. To integrate this technology into the Universidad de la Costa, a two-part project was initiated. This work represents the first part, where the authors analysed the use of prototype development to migrate a brain model to a virtual environment. Additionally, an initial evaluation was also applied to estimate the benefits and advantages of the model in this early development stage. It was found that this methodology provides an excellent form of communication between the developer and the user. Also, prototyping helps to correct errors at an early stage of the project. Although some problems were found due to the use of this methodology, the authors present some solutions that might avoid them. The result was an application that exceeded expectations, and even though it is incomplete, end users consider that it can be implemented as a teaching aid.

Loading

Article metrics loading...

/content/journals/10.1386/vcr_00075_1
2024-03-22
2024-04-29
Loading full text...

Full text loading...

References

  1. Altamura, A. C., Maggioni, E., Dhanoa, T., Ciappolino, V., Paoli, R. A., Cremaschi, L., Prunas, C., Orsenigo, G., Caletti, E., Cinnante, C. M., Triulzi, F. M., Dell’Osso, B., Yatham, L. and Brambilla, P. (2018), ‘The impact of psychosis on brain anatomy in bipolar disorder: A structural MRI study’, Journal of Affective Disorders, 233, pp. 10009, https://doi.org/10.1016/j.jad.2017.11.092.
    [Google Scholar]
  2. Aminoff, M. J. and Daroff, R. B. (2004), Encyclopedia of the Neurological Sciences, 2nd ed., Amsterdam: Academic Press.
    [Google Scholar]
  3. Anderson, G. O. (2018), Getting Connected: Older Americans Embrace Technology to Enhance Their Lives, Washington, DC: AARP Research, https://doi.org/10.26419/res.00210.001.
    [Google Scholar]
  4. Biocca, F. (1992), ‘Communication within virtual reality: Creating a space for research’, Journal of Communication, 42:4, pp. 522, https://doi.org/10.1111/j.1460-2466.1992.tb00810.x.
    [Google Scholar]
  5. Biocca, F. and Levy, M. R. (1995), ‘Communication applications of virtual reality’, in F. Biocca and M. R. Levy (eds), Communication in the Age of Virtual Reality, Hillsdale, NJ: Lawrence Erlbaum Associates, Inc., pp. 12757.
    [Google Scholar]
  6. Bun, P., Gorski, F., Grajewski, D., Wichniarek, R. and Zawadzki, P. (2017), ‘Low – cost devices used in virtual reality exposure therapy’, Procedia Computer Science, 104, pp. 44551, https://doi.org/10.1016/j.procs.2017.01.158.
    [Google Scholar]
  7. Centers for Medicare and Medicaid Services (2008), ‘Selecting a development approach’, 27 March, https://www.cms.gov/files/zip/developmentapproachplanzip. Accessed 5 June 2022.
  8. Chan, S., Conti, F., Salisbury, K. and Blevins, N. H. (2013), ‘Virtual reality simulation in neurosurgery: Technologies and evolution’, Neurosurgery, 72, pp. 15464, https://doi.org/10.1227/NEU.0b013e3182750d26.
    [Google Scholar]
  9. Cipresso, P., Giglioli, I. A. C., Raya, M. A. and Riva, G. (2018), ‘The past, present, and future of virtual and augmented reality research: A network and cluster analysis of the literature’, Frontiers in Psychology, 9, pp. 120, https://doi.org/10.3389/fpsyg.2018.02086.
    [Google Scholar]
  10. Cruz-Neira, C., Sandin, D. J. and Defanti, T. A. (1993), ‘Surround-screen projection-based virtual reality: The design and implementation of the CAVE’, in SIGGRAPH '93: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques, Anaheim, CA, 2–6 August, New York: Association for Computing Machinery, pp. 13542, https://doi.org/10.1145/166117.166134.
    [Google Scholar]
  11. Dayarathna, V., Karam, S., Jaradat, R. M., Hamilton, M., Dayarathna, V. L., Jaradat, R., Hamilton, M. A., Nagahi, M., Joshi, S., Ma, J., Ashour, O. and Driouche, B. (2020), ‘Assessment of the efficacy and effectiveness of virtual reality teaching module: A gender-based comparison’, International Journal of Engineering Education, 36:6, pp. 193855, https://www.researchgate.net/publication/344695372. Accessed 27 March 2022.
    [Google Scholar]
  12. Djukic, T., Mandic, V. and Filipovic, N. (2013), ‘Virtual reality aided visualization of fluid flow simulations with application in medical education and diagnostics’, Computers in Biology and Medicine, 43:12, pp. 204652, https://doi.org/10.1016/j.compbiomed.2013.10.004.
    [Google Scholar]
  13. Estrada Villalba, É., San Martín Azócar, A. L. and Jacques-García, F. A. (2021), ‘State of the art on immersive virtual reality and its use in developing meaningful empathy’, Computers and Electrical Engineering, 93, p. 107272, https://doi.org/10.1016/j.compeleceng.2021.107272.
    [Google Scholar]
  14. Fox, J., Arena, D. and Bailenson, J. N. (2009), ‘Virtual reality: A survival guide for the social scientist’, Journal of Media Psychology, 21:3, pp. 95113, https://doi.org/10.1027/1864-1105.21.3.95.
    [Google Scholar]
  15. Fuchs, H., Bishop, G., Bricken, W., Brooks, F., Brown, M., Burbeck, C., Durlach, N., Ellis, S., Green, M., Lackner, J., McNeill, M., Moshel, M., Pausch, R., Robinett, W., Srinivasan, M., Sutherland, I., Urban, D. and Wenzel, E. (1992), ‘Research directions in virtual environments: Report of an NSF Invitational Workshop, March 23–24, 1992, University of North Carolina at Chapel Hill’, ACM SIGGRAPH Computer Graphics, 26:3, pp. 15377, https://doi.org/10.1145/142413.142416.
    [Google Scholar]
  16. Garcia, L. A., Oliveira Jr., E., Morandini, M. and Urbanowski, S. (2022), ‘Tailoring the Scrum framework for software development: Literature mapping and feature-based support’, Information and Software Technology, 146, p. 106814, https://doi.org/10.1016/j.infsof.2021.106814.
    [Google Scholar]
  17. Gorini, A. and Riva, G. (2008), ‘Virtual reality in anxiety disorders: The past and the future’, Expert Review of Neurotherapeutics, 8:2, pp. 21533, https://doi.org/10.1586/14737175.8.2.215.
    [Google Scholar]
  18. Gorman, P. J., Meier, A. H. and Krummel, T. M. (1999), ‘Simulation and virtual reality in surgical education’, Archives of Surgery, 134:11, pp. 120308, https://doi.org/10.1001/archsurg.134.11.1203.
    [Google Scholar]
  19. Häfner, P., Häfner, V. and Ovtcharova, J. (2013), ‘Teaching methodology for virtual reality practical course in engineering education’, Procedia Computer Science, 25, pp. 25160, https://doi.org/10.1016/j.procs.2013.11.031.
    [Google Scholar]
  20. Haryana, M. R. A., Warsono, S., Achjari, D. and Nahartyo, E. (2022), ‘Virtual reality learning media with innovative learning materials to enhance individual learning outcomes based on cognitive load theory’, International Journal of Management Education, 20:3, p. 100657, https://doi.org/10.1016/j.ijme.2022.100657.
    [Google Scholar]
  21. Heilig, M. L. (1992), ‘El cine del futuro(The cinema of the future), Presence: Teleoperators and Virtual Environments, 1:3, pp. 27994.
    [Google Scholar]
  22. Henrique Da Silva, M., Cotelli Do Espírito Santo, A., Marins, E. R., Legey De Siqueira, A. P., Mol, D. M. and Carlos De Abreu Mol, A. (2015), ‘Using virtual reality to support the physical security of nuclear facilities’, Progress in Nuclear Energy, 78, pp. 1924, https://doi.org/10.1016/j.pnucene.2014.07.004.
    [Google Scholar]
  23. Holloway, R. and Lastra, A. (1995), ‘Virtual environments: A survey of the technology’, in SIGGRAPH’95 Course, 8, pp. 140.
    [Google Scholar]
  24. Kenny, U. and Regan, Á. (2021), ‘Co-designing a smartphone app for and with farmers: Empathising with end-users’ values and needs’, Journal of Rural Studies, 82, pp. 14860, https://doi.org/10.1016/j.jrurstud.2020.12.009.
    [Google Scholar]
  25. Krueger, M. W. (1992), ‘An architecture for artificial realities’, Digest of Papers COMPCON Spring 1992, San Francisco, CA, USA, 24–28 February, IEEE, pp. 46265, https://doi.org/10.1109/CMPCON.1992.186756.
    [Google Scholar]
  26. Lam, C. K., Sundaraj, K. and Sulaiman, M. N. (2013), ‘Virtual reality simulator for phacoemulsification cataract surgery education and training’, Procedia Computer Science, 18, pp. 74248, https://doi.org/10.1016/j.procs.2013.05.238.
    [Google Scholar]
  27. Lanier, M., Waddell, T. F., Elson, M., Tamul, D. J., Ivory, J. D. and Przybylski, A. (2019), ‘Virtual reality check: Statistical power, reported results, and the validity of research on the psychology of virtual reality and immersive environments’, Computers in Human Behavior, 100, pp. 7078, https://doi.org/10.1016/j.chb.2019.06.015.
    [Google Scholar]
  28. Liu, D., Sun, Z., Li, R., Liu, J. J. and Chen, C. (2010), ‘The application of virtual reality in the practice course of physical education’, in ICDLE 2010 – 2010 4th International Conference on Distance Learning and Education, Proceedings, San Juan, PR, 3–5 October, New York: IEEE, pp. 7880, https://doi.org/10.1109/ICDLE.2010.5606035.
    [Google Scholar]
  29. Loomis, J. M., Blascovich, J. J. and Beall, A. C. (1999), ‘Immersive virtual environment technology as a basic research tool in psychology’, Behavior Research Methods, Instruments, & Computers, 31:4, pp. 55764.
    [Google Scholar]
  30. Mazuryk, T. and Gervautz, M. (2013), ‘Virtual reality history, applications, technology and future’, Digital Outcasts, 63, pp. 9298, https://doi.org/10.1016/B978-0-12-404705-1.00006-6.
    [Google Scholar]
  31. Mohammadi, A., Grosskopf, K. and Killingsworth, J. (2020), ‘Workforce development through online experiential learning for STEM education’, Adult Learning, 31:1, pp. 2735, https://doi.org/10.1177/1045159519854547.
    [Google Scholar]
  32. Molina, J. P., García, A. S., López-Jaquero, V. and González, P. (2005), ‘Developing VR applications: The TRES-D methodology’, Web & Information Systems and Engineering Laboratory, https://wise.vub.ac.be/MeToVR/downloads/Paper3_Molina_garcia.pdf. Accessed 16 January 2024.
  33. Pujol, J., Fenoll, R., Ribas-Vidal, N., Martínez-Vilavella, G., Blanco-Hinojo, L., García-Alba, J., Deus, J., Novell, R. and Esteba-Castillo, S. (2018), ‘A longitudinal study of brain anatomy changes preceding dementia in Down syndrome’, NeuroImage: Clinical, 18, pp. 16066, https://doi.org/10.1016/j.nicl.2018.01.024.
    [Google Scholar]
  34. Ramirez Alvarado, M. del M. and Navarrete-Cardero, L. (2017), ‘Innovative experiences in interactive devices applied to videogames: The Oculus Rift case’, Adcomunica-Revista Cientifica de Estrategias Tendencias e Innovacion en Communicacion, 13, pp. 22342, https://doi.org/10.6035/2174-0992.2017.13.12.
    [Google Scholar]
  35. Repetto, C. and Riva, G. (2011), ‘From virtual reality to interreality in the treatment of anxiety disorders’, Neuropsychiatry, 1:1, pp. 3143, https://doi.org/10.2217/npy.11.5.
    [Google Scholar]
  36. Sanchez-Vives, M. V. and Slater, M. (2005), ‘From presence to consciousness through virtual reality’, Nature Reviews Neuroscience, 6:4, pp. 33239, https://doi.org/10.1038/nrn1651.
    [Google Scholar]
  37. Silva, M. H. M. H. da, Legey, A. P. and Mól, A. C. D. A. (2016), ‘Review study of virtual reality techniques used at nuclear issues with emphasis on Brazilian research’, Annals of Nuclear Energy, 87, pp. 19297, https://doi.org/10.1016/j.anucene.2015.08.017.
    [Google Scholar]
  38. Steuer, J. (1992), ‘Defining virtual reality: Dimensions determining telepresence’, Journal of Communication, 42:4, pp. 7393.
    [Google Scholar]
  39. Sutherland, I. E. (1965), ‘The ultimate display’, in Proceedings of IFIP Congress, New York, 24–29 May, Washington, DC: Spartan Books, pp. 50608.
    [Google Scholar]
  40. Turner, W. A. and Casey, L. M. (2014), ‘Outcomes associated with virtual reality in psychological interventions: Where are we now?’, Clinical Psychology Review, 34:8, pp. 63444, https://doi.org/10.1016/j.cpr.2014.10.003.
    [Google Scholar]
  41. Vásquez-Carbonell, M. (2022), ‘A systematic literature review of virtual reality in engineering education’, International Journal of Virtual and Personal Learning Environments, 12:1, pp. 118, https://doi.org/10.4018/IJVPLE.307021.
    [Google Scholar]
  42. Vásquez-Carbonell, M. A. and Silva-Ortega, J. I. (2020), ‘Tendencias y características de la realidad virtual’, Computer and Electronic Sciences: Theory and Applications, 1:1, pp. 3670, https://doi.org/10.17981/cesta.01.01.2020.04.
    [Google Scholar]
  43. Wyk, M. M. van and Amponsah, S. (2022), ‘Student satisfaction and preferences related to virtual streaming facilities during the COVID-19 lockdown’, International Journal of Virtual and Personal Learning Environments, 12:1, pp. 121, https://doi.org/10.4018/ijvple.285595.
    [Google Scholar]
  44. Yair, Y. (2001), ‘3D-virtual reality in science education: An implication for astronomy teaching’, Journal of Computers in Mathematics and Science Teaching, 20:3, pp. 293305, http://s3.amazonaws.com/academia.edu.documents/31690325/JCMST203293.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1486657737&Signature=NCJ65LTm7ZgVhS9%2FD1QZA%2F9UE5Q%3D&response-content-disposition=inline%3Bfilename%3D3D-Virtual_Reality_in_Science_E. Accessed 14 June 2022.
    [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.1386/vcr_00075_1
Loading
/content/journals/10.1386/vcr_00075_1
Loading

Data & Media loading...

  • Article Type: Article
Keyword(s): 3D model; education; ICT; methodology; prototype; psychology; virtual reality
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error