Studying Anatomy of Organisms through Virtual Reality

By Nikki Rademaker, and Yanna Smid

Short Overview

For my Bachelor thesis in Bioinformatics at Leiden University, I worked together with Yanna Smid to investigate the use of Virtual Reality (VR) to study anatomy, focusing on the zebrafish embryo. It features a VR environment with two main components: game-based learning and an ontology visualization. User evaluations were conducted to assess the usability and educational effectiveness of the VR system.


The VR program consists of four main scenes: an ontology visualization, a multiple choice quiz, a scavenger hunt, and a puzzle.

VR Image 1 VR Image 2 VR Image 3 VR Image 4

Hardware and Software

This project was created in Unity version 2021.1.3f1 for the HTC VIVE Pro VR headset.

The project

We explored how Virtual Reality (VR) can be used in anatomical visualization and education by developing a VR application. The main goal was to investigate if an immersive VR program can serve as an effective tool for the learning process of anatomy. The project involved creating a VR environment that visualizes the anatomy of a zebrafish embryo through a 3D ontology. Ontologies are used to structure and present anatomical hierarchies. Furthermore, gamification elements were implemented to hopefully improve engagement and learning effectiveness. The usability and effectiveness of the application were assessed through user testing. These tests included direct observations, assesing users' knowledge before and after using the program, and detailed surveys.

Abstract

Understanding anatomy is important for research in life sciences. Over the years new methods have been developed that can be used to enhance the learning process, such as Virtual Reality (VR). VR allows users to examine, and interact with anatomical structures in a three-dimensional space, providing a more immersive and intuitive learning experience. In this research project, the effectiveness of VR in studying anatomy is investigated. A VR environment has been programmed that visualizes anatomy of a zebrafish embryo. The VR environment is divided into two parts: the usage of games and the visualization of an ontology. User evaluations have been conducted to test the usability of the VR program for studying the anatomical parts. Results have been collected during the evaluations through observations and a questionnaire. By using familiar controls, repeating certain functionalities, and incorporating gamification, VR can be used to effectively visualize anatomy ontologies and study anatomy.


The full version of our thesis can be found here.

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