A Novel Immersive Anatomy Education System (Anat_Hub): Redefining Blended Learning for the Musculoskeletal System
Abstract
:1. Introduction
2. Related Research
3. Design Approach and Methodology
3.1. Data Collection and Requirements Gathering
3.2. Application Design and Development
3.2.1. Prototype
3.2.2. User Interface (UI) and Experience Elements (UX)
3.2.3. Deployment Device Specifications
3.3. Target Audience and Application Output
4. Implementation, Results, and Discussions
4.1. Application Navigation and Features
4.1.1. Interface: UI Navigation (Touch Inputs), Orientation, and Sound
4.1.2. Hub Menu
4.1.3. Main Menu
- (i)
- 3D mode non-immersive functionality
- (ii)
- AR mode immersive functionality
- (iii)
- Glossary
- (iv) Quiz
4.2. Application Evaluation and Analysis
5. Summary and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Reference | Domain | Focus of Research | Features | Immersive Technology Present (AR/VR/MR) | Country |
---|---|---|---|---|---|
Green and Whitburn (2016) [6] | Gross Anatomy | Impact of blended learning | Blended learning | Nil | Australia |
Miles et al. (2017) [8] | Medical Science | Reinventing medical teaching and learning | Flipped and blended classroom | Nil | Australia |
Khalil et al. (2018) [5] | Anatomical Science | Teaching and learning of anatomical sciences | Blended learning framework | Nil | United States of America |
Nobles (2019) [10] | Anatomy Education | Blended anatomy learning | Theoretical framework for blended learning | Nil | United States of America |
Küçük et al. (2016) [12] | Anatomical Science | The effect of mAR (MagicBook) on academic performance cognitive load | A real book that seamlessly transports users between reality and virtuality | AR | Turkey |
Jamali et al. (2015) [13] | Anatomy Education | The effect of HuMAR on student learning processes and user experience | Human skeletal structure | AR | Australia |
Moro et al. (2017) [4] | Anatomical Science | To determine if VR and AR is as effective as tablet-based (TB) applications. Furthermore if it enhances student learning, engagement and performance | The skull | VR, AR | Australia |
Kurniawan et al. (2018) [26] | Anatomy Education | To develop and evaluate a mobile AR anatomy marker system | The entire human body or parts of the organs | AR | Indonesia |
Patil et al. (2021) [27] | Anatomy Education | Developing and testing the efficacy of a mAR system (AR in anatomy), in order to promote anatomy learning and “interest” | Explores 3D human body parts and functions | AR | India |
Cercenelli et al. (2022) [28] | Medical Sciences | Developing and Testing a prototype tool (AEducaAR) for education in human anatomy | A combination of AR technology and a tangible 3D printed anatomy model | AR | Italy |
Holmes (2018) [36] | Medical Science | Explores the practicality of ARAOS technology, to support and enhance orthopaedic wrist replacement surgery through simulation | Simulation of one aspect of wrist replacement surgery | AR | South Africa |
Khan et al. (2019) [20] | Medical Science | Measure and understand the impact of an AR mobile application on learning motivation (anatomy) | The heart and the human body | AR | South Africa |
This work (Anat_Hub) | Gross Anatomy | Mobile immersive musculoskeletal system for promoting active and self-paced learning. | 3D mode, AR mode, quiz, animation, glossary | AR | South Africa |
Software | |
---|---|
Unity | This cross-platform game engine was used to develop the Anat_Hub application. Unity allows for the implementation of markerless AR Functionality of the Anat_Hub application UI Using Unity’s On Click events, sound was incorporated into the application to enhance user experience and provide users with a feedback response for UI interaction |
Unity Visual Studio IDE | Used for scripting and debugging and to improve the functionality of the application. Various touch inputs to enhance UX: tap to interact with icons or models, double-tap to zoom in and out of models, and swipe up or down to scroll Background music and sounds were manipulated in Visual Studio to enhance user experience and provide users with a feedback response for UI interaction |
3ds Max | Used to design, construct, modify, rig, and animate the assets (upper and lower limb) needed in the application with the modifier and motion tools. |
Mockup Lucid chart Framer | Mockup was used to create a storyboard (style guide) for icons, fonts, colour palette, aspect ratio, and orientation of the application. Lucid chart and Framer were used to depict and create the prototype layout (UI and UX) and general flow of the application |
Monday.com and Hack ‘n plan Google docs WhatsApp and Slack | These tools were used for the project management and communication between the teams and main stakeholders of the application |
Krita, Photopea, Adobe Studio | These software tools were used to create the UI icons and design of the Anat_Hub application. |
Hardware | |
Computer system | Functions as input, processing (internal storage, computation and control), output, secondary storage (for data and programs), and communication for our application development. |
Mobile (android) device | Functions as a platform to test application builds. |
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Share and Cite
Boomgaard, A.; Fritz, K.A.; Isafiade, O.E.; Kotze, R.C.M.; Ekpo, O.; Smith, M.; Gessler, T.; Filton, K.J.; Cupido, C.C.; Aden, B.; et al. A Novel Immersive Anatomy Education System (Anat_Hub): Redefining Blended Learning for the Musculoskeletal System. Appl. Sci. 2022, 12, 5694. https://doi.org/10.3390/app12115694
Boomgaard A, Fritz KA, Isafiade OE, Kotze RCM, Ekpo O, Smith M, Gessler T, Filton KJ, Cupido CC, Aden B, et al. A Novel Immersive Anatomy Education System (Anat_Hub): Redefining Blended Learning for the Musculoskeletal System. Applied Sciences. 2022; 12(11):5694. https://doi.org/10.3390/app12115694
Chicago/Turabian StyleBoomgaard, Ayesha, Kaylyn A. Fritz, Omowunmi E. Isafiade, Retha Christina M. Kotze, Okobi Ekpo, Marjorie Smith, Tyler Gessler, Kayleigh J. Filton, Christiaan C. Cupido, Bahija Aden, and et al. 2022. "A Novel Immersive Anatomy Education System (Anat_Hub): Redefining Blended Learning for the Musculoskeletal System" Applied Sciences 12, no. 11: 5694. https://doi.org/10.3390/app12115694
APA StyleBoomgaard, A., Fritz, K. A., Isafiade, O. E., Kotze, R. C. M., Ekpo, O., Smith, M., Gessler, T., Filton, K. J., Cupido, C. C., Aden, B., Yokwe, N., Mayekiso, L., Gxowa, S., Levitt, A., Dlodlo, L., Madushana, N., & de Laroche Souvestre, D. L. (2022). A Novel Immersive Anatomy Education System (Anat_Hub): Redefining Blended Learning for the Musculoskeletal System. Applied Sciences, 12(11), 5694. https://doi.org/10.3390/app12115694