“Muscle Action VR to Support Embodied Learning Foundations of Biomechanics in Musculoskeletal System” – ACM SIGGRAPH HISTORY ARCHIVES

“Muscle Action VR to Support Embodied Learning Foundations of Biomechanics in Musculoskeletal System”

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Title:


    Muscle Action VR to Support Embodied Learning Foundations of Biomechanics in Musculoskeletal System

Description:


    Traditional anatomy education has struggled with teaching students muscle movements in the mindset of three-dimensional anatomical structure. We present Muscle Action VR, an embodied learning virtual reality system that allows students to explore the effects that muscles have on the body. This application was created for studying musculoskeletal structures through playful and creative engagement, while staying accurate to anatomical structures and terminology. Users learn the basics of the biomechanics of human anatomy by either moving their own body with VIVE trackers, or directly manipulating specific muscles using VIVE controllers. We believe this application contributes to teach three-dimensional spatial awareness and foundational biomechanics in anatomy education.

References:


    [1] Martin A Cake. 2006. Deep dissection: motivating students beyond rote learning in veterinary anatomy. Journal of veterinary medical education 33, 2 (2006), 266–71.
    [2] Susan Jang, Jonathan M. Vitale, Robert W. Jyung, and John B. Black. 2017. Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment. Computers & Education 106 (2017), 150 — 165.
    [3] Andreas Winkelmann, Sven Hendrix, and Claudia Kiessling. 2007. What do students actually do during a dissection course? First steps towards understanding a complex learning experience. Academic medicine : journal of the Association of American Medical Colleges 82, 10 (Oct 2007), 989–95.


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