Posted August 21, 2022 by Kuroko
Students studying fish physiology are often frustrated by the effort required to learn and memorize knowledge simply from textbooks or labs. With this easy-to-use but powerful app, students can learn fish physiology in a more effective, immersive way.
A video with key features of the prototype can be found at https://kuroko.itch.io/kit724-assignment2.
This application provides an opportunity for users to learn fish physiology in a unique way than the traditional reading of textbooks or dissection practice in the lab. The key features are divided into 11 categories based on the main topics of fish physiology. Fish anatomy is also included as an aid to understanding how the components of fish function together in the living fish. For example, when learning about blood flow as one of the topics of the circulatory system, users can walk through a virtual fish heart to the gills and then to other organs.
Quizzes are also provided for each topic. After completing the quiz successfully, the next topic or next level of the topic will be unlocked. Various fish species of the same genus and fish tank accessories can be unlocked as rewards for completing tasks.
With the key features mentioned above, it can be said that this application offers a distinct way of learning fish physiology. The mechanic is set to be similar to the game mechanics. This will allow students to increase their interest and passion for learning. The reward system setting can also boost student motivation. Walking through the organs virtually creates a unique and immersive user experience. It assists in strengthening the memory of students while making the explanation of the content clearer. These are the implications of utilizing this application in the context of studying fish physiology.
Based on the characteristics listed above, the requirements for the interface solution can be summarized as follows. Mechanisms designed similar to games. Unique and immersive user experience. Visualization of fish physiology such as respiratory circulation, blood flow, acid-base balance, and digestive processes. Simplistic interface design. Considering the need for visualization and the unique experience of walking through the fish circulation systems, virtual reality technology is a desirable choice to meet the above requirements.
<span class="NormalTextRun SCXW229048302 BCX0" <the="" designed="" interactions="" are="" based<="" span="">The designed interactions are based on the strengths of VR technology and the significance of this application. For example, the pointable menu on a tablet is designed to mimic what people do in real life. Enter the body of a fish after the visual effect of shrinking to visually experience the complete process of gas exchange inside the fish. Only VR technology can provide a better experience for it.</span>
Regardless of the implementation in technology development, the proposed interactions are described below (menus will not be discussed again in this section). The learning methods of respiratory, circulatory, digestive, endoscopic and osmoregulatory systems are the same. Using the blood flow in the circulatory system as an example. Students will walk through a virtual environment of vessels and other related organs and cells. The walking process will have an audio explanation of the mechanism, while the cell/organ names will be labelled on them. After the walk-through, students will be asked to repeat the process without instructions. They need to choose the correct organ for interaction on the path. In the anatomy section, a silhouette of a fish will be displayed. The names of fish organs and organs will be shown on two separate lists. Students are required to drag and drop the organs at the correct position and the matched names as well. The study of the muscular system will have the same process.
A software application made in Unity 3D was used as a proof-of-concept prototype to demonstrate the design concept of an application. Oculus Quest 2 is the targeted VR hardware being used. Users can interact with menus by pressing button A. The pointable menu displayed on the tablet is designed to be controlled by making a gesture of pressing. However, as it is not complete in the submitted prototype, the clickable menu displayed next to the tablet is used as an alternative. The light switch interacts by making the gesture of pressing. The instruction board is grabbable. The lock icon will automatically pop up when users approach any unlocked item.
Models:
Room:
https://assetstore.unity.com/packages/3d/environments/3d-free-modular-kit-85732
Fish skeleton:
"Fish Skeleton" (https://skfb.ly/6ZNSz) by Shedmon is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Fish:
"Green fish" (https://skfb.ly/o9xEL) by assetfactory is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Light switch:
"Light switch" (https://skfb.ly/ooJtz) by Birbman is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Blood vessel:
"Blood vessel (collection of thunthu)" (https://skfb.ly/CyHD) by thunthu is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
StartMenuController script:
Unity VR Development for Oculus Quest: Main Menu https://www.youtube.com/watch?v=Xhz7cW5dbyY
Sound effect:
https://assetstore.unity.com/packages/audio/sound-fx/minimal-ui-sounds-78266
https://assetstore.unity.com/packages/audio/music/free-cinematic-music-sketches-...
Image:
Photo by Taylor Wilcox on Unsplash