siti izati nurul aina bt zulkefli
TRANSCRIPT
VIRTUAL ANATOMY
SITI IZATI NURUL AINA BT ZULKEFLI
BACHELOR OF INFORMATION TECHNOLOGY
INFORMATICS MEDIA WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2021
VIRTUAL ANATOMY
SITI IZATI NURUL AINA BT ZULKEFLI
BACHELOR OF INFORMATION TECHNOLOGY INFORMATICS MEDIA WITH HONOURS
Universiti Sultan Zainal Abidin
2021
i
DECLARATION
I hereby declare that the report is based on my original work except for quotations and citations, which have been duly acknowledged. I also declare that it has not been
previously or concurrently submitted for any other degree at Universiti Sultan Zainal Abidin or other institutions.
_______________________________
Name: Siti Izati Nurul Aina Bt Zulkefli
Date: 21 January 2021
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report were under my supervision.
_______________________________
Name: En. Mohd Sufian Mat Deris
Date: 27 January 2021
iii
DEDICATION
In the Name of Allah, the Most Gracious and the Most Merciful.
Alhamdulillah, I thank God for His grace and grace, I can prepare and complete this
report successfully.
First of all, I would like to thank my supervisor, En. Mohd Sufian Mat Deris because
with guidance, the advice, and the thoughtful ideas are given g me the opportunity to
prepare this report successfully.
Besides, my gratitude is also to my colleagues who share ideas, opinions, knowledge,
and reminders. They helped me answer every question that was important to me in
completing this report.
Thanks also to my beloved mother and father always support and motivated me to
prepare for this report for Final Year Project.
I would like to take the opportunity to thank all lecturers of the Informatics and
Computing Faculty for their attention, guidance, and advice in helping and sharing ideas
and opinions in making this report successful.
May Allah SWT bless all the efforts that have been given in completing this
report.
Thank you.
iv
ABSTRACT
Virtual Anatomy is a concept of medical studying which provides the same learning
objectives as manual learning but in a different digital concept called simulation.
Anatomy is a visual science that is considered one of the most important basic for
medical study. Anatomy can be defined as the study of structures in the physical body
of a human. Anatomy or life systems concentrates on the kind of structure and how the
body structures seem at various levels and parts. Unluckily, it is quite hard to explore
the studies physically since it required the legit human body for a real experience of the
course studied. After all, it may be easier if there are more effective ways to help the
study or experiment without involving the physical body. To overcome this situation,
virtual learning may improve the capability of learning. This application will use an
interactive technique in Virtual Reality, which includes software called Unity3D,
Autodesk Maya and Vuforia.
v
ABSTRAK
Anatomi Maya adalah sebuah konsep pembelajaran perubatan yang memberikan
objektif pembelajaran yang sama seperti pembelajaran secara manual tetapi dalam
konsep digital berbeza yang dipanggil simulasi. Anatomi adalah gambaran sains yang
boleh dikatakan antara asas penting dalam pembelajaran perubatan. Anatomi boleh
ditafsirkan sebagai suatu pembelajaran struktur-struktur dalam badan fizikal manusia.
Anatomi atau sistem hidup menekankan tentang cara struktur dan bagaimana struktur-
struktur dalam badan dilihat dalam pelbagai peringkat dan bahagian. Malangnya, ia
agak sukar untuk diterokai secara fizikal kerana ia memerlukan badan manusia yang
sebenar untuk pengalaman yang nyata dalam kursus yang dipelajari. Sehubungan itu,
ia akan menjadi lebih mudah sekiranya terdapat lebih banyak cara yang berkesan bagi
membantu pembelajaran atau eksperimen tanpa melibatkan badan fizikal. Bagi
mengatasi situasi ini, pembelajaran secara maya mampu meningkatkan keupayaan
dalam pembelajaran. Aplikasi ini akan menggunakan teknik interaktif dalam Realiti
Maya, termasuk perisian yang dipanggil Unity3D, Autodesk Maya dan Vuforia.
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CONTENTS
PAGE
DECLARATION i CONFIRMATION ii DEDICATION iii ABSTRACT iv
ABSTRAK v CONTENTS vi LIST OF TABLES vii LIST OF FIGURES viii
LIST OF ABBREVIATIONS ix CHAPTER 1 INTRODUCTION 1
1.1 Introduction 1 1.2 Project Background 1
1.3 Problem Statement 2 1.4 Objectives 3 1.5 Scope 4
1.5.1 Group Scope 4
1.5.2 Project Scope 4 1.6 Limitation of Work 5 1.7 Expected Result 6 1.8 Activities, Milestones (Gantt Chart) 6
1.9 Summary of the Chapter 8 CHAPTER 2 LITERATURE REVIEW 9
2.1 Literature Riview 9 2.2 Comparison between Existing and Proposed Project 13
2.2.1 Existing Related Project 13 2.2.2 Comparison between Existing and Proposed Project 20
2.3 Summary of the Chapter 21 CHAPTER 3 METHODOLOGY 22
3.1 Introduction 22 3.2 Analysis 23 3.3 Design 23
3.3.1 Storyboard 24
3.3.2 Famework 27 3.3.3 Flowchart 27
3.4 Development 28 3.5 Implementation 29
3.6 Evaluation 31 3.7 Hardware and Software Requirements 31
3.7.1 Hardware Requirements 31 3.7.2 Software Requirements 33
3.8 Technique 34 3.9 Summary of The Chapter 34
REFERENCES 35
vii
LIST OF TABLES
Table No. Title Page
Table 1.1 Project Gantt Chart 7
Table 2.1 Comparison between Existing and Proposed Project 20
Table 3.1 Hardware Requirements 31
Table 3.2 Software Requirements 33
viii
LIST OF FIGURES
Figure No. Title Page
Figure 2.1 3D Organon VR Anatomy (Interface 1) 14
Figure 2.2 3D Organon VR Anatomy (Interface 2) 14
Figure 2.3 Anatomyou (Interface 1) 16
Figure 2.4 Anatomyou (Interface 2) 16
Figure 2.5 Human Anatomy VR (Interface 1) 18
Figure 2.6 Human Anatomy VR (Interface 2) 19
Figure 3.1 ADDIE Model Cycle 22
Figure 3.2 Main Interface of Virtual Anatomy 24
Figure 3.3 Start Explore Interface of Virtual Anatomy 25
Figure 3.4 Details and Information Room Interface of Virtual Anatomy 25
Figure 3.5 Instructions Interface of Virtual Anatomy 26
Figure 3.6 Credits Interface of Virtual Anatomy 26
Figure 3.7 Virtual Anatomy Framework 27
Figure 3.8 Virtual Anatomy Flowchart 28
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LIST OF ABBREVIATIONS
VR Virtual Reality
2D 2-Dimension
3D 3-Dimension
POC Proof of Concept
FYP Final Year Project
ETC Et Cetera
PC
ADDIE
Personal Computer
Analysis, Design, Development, Implementation, Evaluation
1
CHAPTER 1
INTRODUCTION
1.1 Introduction
Anatomy can be defined as the study of structures in the physical body of a human.
Anatomy or life systems concentrates on the kind of structure and how the body
structures seem at various levels and parts. Virtual Anatomy is a concept of medical
studying which provides the same learning objectives as manual learning but in a
different digital concept called simulation. Anatomy is a visual science that is
considered one of the most important basic for medical study.
1.2 Project Background
Virtual Anatomy is a concept of medical studying which provides the same learning
objectives as manual learning but in a different digital concept called simulation.
Anatomy is a visual science that is considered one of the most important basic for
medical study. Anatomy can be defined as the study of structures in the physical body
of a human. Anatomy or life systems concentrates on the kind of structure and how the
body structures seem at various levels and parts. Unluckily, it is quite hard to explore
the studies physically since it required the legit human body for a real experience of the
course studied. After all, it may be easier if there are more effective ways to help the
study or experiment without involving the physical body. To overcome this situation,
virtual learning may improve the capability of learning. This application will use an
interactive technique in Virtual Reality, which includes software called Unity3D,
Autodesk Maya and Vuforia.
2
Basically, Virtual Anatomy is utilized by medical students or learners to explore a life
system in the virtual world. Learners can easily use the virtual anatomy platform for
further details in medical studies without depending on the manual study. This project
is an installation-based experience joining virtual reality and some related software and
hardware through supporting google cardboard. The hardware empowers to repeat an
elective perspective or world by establishing a digital climate to which the client can
learn more. This will be adjusted as part of the proposed presentation.
Recently, increasing interest has been paid to VR in the medical educational world,
particularly for anatomy teaching and resident surgical training. VR provides students
a simulation scene to conceptualize intricate 3D anatomic connections quickly. Some
studies have compared VR to the other teaching methods for anatomy such as
dissection, lectures, 2D images, and blended instruction. For example, in 2019 Maresky
et al. tested the effectiveness of a VR simulation of the heart in medical teaching. They
found that students under the VR simulation performed significantly better than the
control group in the final test. In 2015, a meta-analysis was conducted to evaluate the
teaching effect of using 3D visualization approaches in educational anatomy. The
results showed that 3D visualization methods are better teaching tools than 2D methods
in the acquisition of factual anatomy knowledge and spatial anatomy knowledge.
However, there is no high level of evidence on how efficient these different VR
approaches are when contrasted to various other techniques in randomized controlled
studies.
1.3 Problem Statement
In a time of developing this project, we can find that there are several problems occur
along the process, which are:
3
i. Materials are hard to find.
It is quite hard to explore the studies physically since it required the legit
human body for a real experience of the course studied. Those materials are
hard to find and consume a high cost. It will be a hard time for learners when
it comes to urgent study because they cannot reach the materials easily since
it is limited and hard to get.
ii. Time and place limitations.
A manual or physical study has a limited time which is available at class
hours only as for students. If they want to use the material out of the class
hours, they must make another request or application as an approval, same
goes to the place. All those things will need more effort and quite a lot of
time. As for the place, the anatomy study has their own room or place that
must complete the requirement means that the study cannot be run easily at
other places than the specific room.
iii. Lack of interest.
Students may be lacking interest in medical study because they think it is
hard to learn and must spend more energy on this. Most of them are not ready
physically and mentally to start exploring more on medical study especially
anatomy, which is the basic of medical study.
1.4 Objectives
In aiming the specific goals to determine the success of projects, there are some
objectives to be achieve which are:
4
i. To design an interesting mobile application that helps students to
learn medical study in the easiest and more effective way, especially
in anatomy.
ii. To develop the simplest and better performance of application in
studying anatomy through Virtual Reality.
iii. To test the performance and functionality of the application in a more
efficient and interesting way to interact with the virtual world.
1.5 Scope
1.5.1 Group Scope
This Virtual Anatomy application can be used by various levels of users. It is more
focused on kids and primary school students since it covers a basic science study. This
application also opens to teachers to use this as materials of their lectures. However,
Virtual Anatomy also opens to everyone who has the interest to study anatomy no
matter which course they are taking, since the purpose of this application is also to build
interest in each person in studying anatomy and explore the organs. The age limitation
for users who can access this application is 4 years old and above.
1.5.2 Project Scope
The purpose of producing this ‘Virtual Anatomy’ project is to solve the problems stated
above. Part of outcomes that can be produced by this project are as follows:
5
i. 3D Body Model to replace the physical body.
A 3D human body model will be created to replace the physical body
as this project focuses on the anatomy study which uses the human
body. This model will have some details of the different levels and
parts of the body structure. It also has some textures on some parts
to make users be able to experience the actual study.
ii. Effective sound effects.
Some parts of organ and structure will produce sound effects to allow
users experience and study more detail on this anatomy study, such
as the heartbeat sound. There is also a voice over on some of the
information and details.
iii. Google Cardboard as the main input device.
The interaction between user and application will be improved by
using google cardboard as the main input device. Users must control
their point of view and point the cursor to the subject they want to
explore.
1.6 Limitation of Work
This Virtual Anatomy application is mainly focused on anatomy study in the medical
field. This application will cover the part of the human body only. It only can be run
through a mobile phone or any android base that can be supported by google cardboard
and controller. By using google cardboard, users will experience a brand new and actual
capability of observing and controlling the virtual world which is more attractive and
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will be a memorable experience for them. Users can control their point of view by
walking and pointing out the cursor using a controller.
1.7 Expected Result
The main expected results that produced by this application is this Virtual Anatomy
application can be run and used effectively for the best user experience. All the
interactions are functioning and performing well with the support of google cardboard.
This application also creates a more fun and interesting way to study anatomy for some
learners.
1.8 Activities, Milestones (Gantt Chart)
This Gantt Chart shows the activities and flows in this project. The purpose of this Gantt
Chart is to make sure this project can be run efficiently as planned.
7
Table 1.1 Project Gantt Chart
Activity Week
1 2 3 4 5 6 7 8 9 10 11 12 13 14
Topic Discussion and Determination
Project Title Proposal
Proposal Writing - Introduction
Proposal Writing – Literature Review
Proposal Progress Presentation and Evaluation
Proposal Writing - Methodology
Proof of Concept (POC)
Methodology Workshop
FYP Format Writing Workshop
Drafting Report of the Proposal
Submit Draft of Report to Supervisor
Preparation for
final presentation
Final Report Submission
Final Presentation and Panel’s Evaluation
Final Report Submission
Supervisor Evaluation
8
1.9 Summary of the Chapter
This chapter has covered the introduction of the project which includes background,
problem statements, objectives, scope, limitation of work, expected result and Gantt
Chart.
9
CHAPTER 2
LITERATURE REVIEW
2.1 Literature Riview
i. Virtual Reality to Teach Anatomy
Title : Virtual Reality to Teach Anatomy
Author : M. Fairén & M. Farrés & J. Moyés & E. Insa
Year : 2017
Type : Journal
Problem Statement :
A few problems have been stated in this journal which is using 2D images to teach the
structure of 3D objects is typically complicated. Especially in courses where those 3D
shapes can be hardly complex, as is the case of organs inside the human body. This
difficulty is even harder when dealing volumetric objects with internal information that
also needs to be displayed. This is exactly the problem that appears when anatomical
structures are presented to nursing students. Often teachers need to explain textu ally
what the students are unable to imagine by looking at the 2D images. The human heart
and its internal structures such as ventricles, atriums, valves, arteries, veins, etc, is a
clear example of a complex anatomical organ which is difficult to understand. Other
difficulties that appear during class are, the difficulty of understanding the exact
10
position of some organs inside the human body, or the relative dimensions of those
organs. These are just a handful of examples that professors find difficult to explain
when teaching anatomy.
Objective :
The objective of this journal is to present an experiment designed to expose students to
a VR session where they can directly inspect 3D models of several human organs by
using Virtual Reality systems. The systems allow students to see the models directly
visualized in 3D and to interact with them as if they were real.
Summary :
One of the great challenges in education is how to motivate and engage students in
learning. By using Virtual Reality, the student is able to inspect and interact directly
with the anatomical structure. The aim is that VR as a learning tool, can help students
understand the structures, textures, and different parts of the human anatomy. This
experience has been really appreciated by both teachers and students.
ii. Using Virtual Reality to Complement and Enhance Anatomy Education
Title : Using Virtual Reality to Complement and Enhance Anatomy Education
Author : Caroline Erolin, Luke Reid & Seaneen McDougall
Year : 2019
11
Type : Journal
Problem Statement :
One of the problems stated is the anatomy could be difficult and quite complicated to
learn by some learners. In addition, authors also wish to investigate if VR could still
prove a useful addition to traditional methods of anatomical education.
Objective :
The main purpose of this journal is to investigate student responses to VR anatomy
resources and to inform potential investment and developments in their area within the
department. The authors stated that although cardiac anatomy could be difficult for
some students to learn, VR offered an immersive experience which helped to highlight
the 3D relationships and size differences between structures.
Summary :
The use of digital three-dimensional (3D) models to aid learning and teaching in
anatomy education has become common place over the last decade. More recently,
virtual reality (VR) has been explored by a number of universities as a means of further
engaging students with virtual models. This paper describes the development and
evaluation of a pilot VR anatomy resource at the University of Dundee. Students were
exposed to a collection of 3D anatomical models in VR to evaluate the potential
usefulness and adoption of this technology for anatomy education. The authors have
concluded that there is scope for investment in such technologies for the enhancement
12
of anatomy education and plan to work with colleagues across the school to bring this
about.
iii. Virtual Reality Anatomy Atlas
Title : Immersive Anatomy Atlas—Empirical Study Investigating the Usability of a
Virtual Reality Environment as a Learning Tool for Anatomy
Author : Dirk Weyhe, Verena Uslar, Felix Weyhe, Maximilian Kaluschke and Gabriel
Zachmann
Year : 2018
Type : Research
Problem Statement :
A few problems stated in the research which include the orientation difficulties and the
technical effort in the handling of the topographical anatomy atlas seem to lead to a
significantly longer response time, especially if the students are not specially trained in
literature research in books or texts. Positional relationships in anatomy are difficult to
convey by means of books. It is also known that typical carcass training and boxing
trainers are either not sufficiently available or perceived by the residents as unattractive
courses.
Objective :
13
The aim of this study was to test the usability of the VR anatomy atlas and to measure
differences in knowledge acquirement between an immersive content delivery medium
and conventional learning.
Summary :
Against the background of practical actions, virtual worlds open new possibilities to
support learning processes more strongly through active interactions such as moving
things, acting and being able to involve in the subject matter more strongly. Based on
the constructivist learning theory, a higher learning efficiency is conceivable through
these mechanisms. This seems to indicate that the VR environment in the sense of
constructivist learning might be a more intuitive and effective way to acquire
knowledge than from books or manual study. One motivation of the group to develop
the immersive and interactive anatomy atlas was the intention to create a learning tool
which raises motivation.
2.2 Comparison between Existing and Proposed Project
2.2.1 Existing Related Project
There are many existing technologies evolving that have the opportunity to solve the
related problems with the methods of conventional teaching and enhancing medical
education. One of these technologies is VR which can improve education in many ways.
As a result, there are various application that have been established by some developers
associated to various fields. These are a few applications that have been developed for
anatomy study:
14
i. 3D Organon VR Anatomy
Figure 2.1 3D Organon VR Anatomy (Interface 1)
Figure 2.2 3D Organon VR Anatomy (Interface 2)
15
This application allows users to delve into the future. 3D Organon’s multi-award-
winning software platform facilitates accelerated learning and teaching in medical
sciences and anatomy across desktop, mobile, and virtual reality devices. It is created
with a hands-on remote delivery. The multi-user and cross-platform module allows
educators to deliver 3D anatomy sessions where students can interact via voice and text
chat and will be able to follow the anatomy instruction in real time.
Strengths:
- Satisfies the highest standards of medical and scientific accuracy.
- High graphics and details.
- Provides 10,000 realistic anatomical models/structures sided with quality definitions
per body structure and over 1,000 detailed micro anatomy structures.
Weaknesses:
- Require a high-performance device.
- Features are restricted to enterprise account only for a full features’ subscription and
quite pricey for a student.
17
Anatomyou VR is an educational mobile application that presents human anatomy to
the user from a different perspective. Using virtual reality, the user becomes part of the
anatomy in an immersive way, being able to navigate along anatomical structures:
circulatory, respiratory, digestive, urinary, lacrimal, and female reproductive system. It
offers free of charge access to some navigation routes in almost any of the mentioned
systems. Additional purchasable content is offered in an in-app store section of the
application. Anatomyou VR can be used in two different modes: Virtual Reality and
Full screen. In Virtual Reality mode, mobile device (smartphone) must be inserted in a
virtual reality gadget to enjoy a fully immersive experience. User can interact with
navigation controls and anatomical information elements by aiming them. Although
Anatomyou VR provides the best experience when used in Virtual Reality mode, the
user can also enjoy and learn with this mobile application in full-screen mode, without
the needs of a virtual reality gadget.
Strengths:
- Easy to access since it is compatible to any smartphone or tablet.
- Users can navigate from the inside of body and enjoy a 360 navigation control through
the journey.
- Have an interactable user interface element sounds volume.
Weaknesses:
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- Low performance which sometimes cause crashes and lacking when user get an access
into this application.
- Navigation panel in both VR and full-screen modes quite difficult to use.
- Information provided about the anatomical structures was fairly limited in detail as
well.
- Phone or tablet users could benefit from a slightly longer explanation about the
purpose, evolution, and importance of these structures.
iii. Human Anatomy VR
Figure 2.5 Human Anatomy VR (Interface 1)
19
Figure 2.6 Human Anatomy VR (Interface 2)
Human anatomy is essential part of medicine. This app represents a unique approach of
learning general anatomy. Credits to excellent graphics, informative content and
innovative features is learning rich and engaging experience. The user works in
comfortable and enjoyable setting. Users can explore all the body systems from
different perspectives, rotate and combine them with one another for better
understanding of their connections. There is a feature called slice mode which allow
users to create a “cut-through” human body at any angle to examine its parts in more
detail. Users also can have a test to check from each body system with their dynamic
quizzes which help them to be well prepared for their anatomy exams.
Strengths:
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- Allow users to evaluate themselves through test mode.
- User friendly and intuitive interface.
- High-detailed 3D models with more than 5000 structures and precise English labels
allow students to visualize the human body in a more complex form.
Weaknesses:
- Users cannot zoom or look closer to the structures.
- Quite complicated to get an access on the features since it required a purchase on each
feature if users want to experience it.
- Have no sound effects or addition music background.
2.2.2 Comparison between Existing and Proposed Project
Table 2.1 Comparison between Existing and Proposed Project
Features
Application
3D Organon
VR Anatomy
Anatomyou Human
Anatomy VR
Virtual
Anatomy
High Quality of
3D Models
✓ ✓ ✓ ✓
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Fascinating
Animation
✓ ✓ ✓ ✓
Interactive ✓ ✓ ✓ ✓
Immersive ✓ ✓ ✓ ✓
Additional
Sound Effect or
Music
Background
- ✓ - ✓
Instructions - ✓ - ✓
Additional
Information
✓ ✓ ✓ ✓
Works on
Offline
✓ ✓ - ✓
2.3 Summary of the Chapter
This chapter has been discussed on literature review which some related journals or
research has been studied for a further analysis. This review helps to improve the
proposed project since the existing problems have been discovered. Besides, we also
discovered a few existing applications that related to virtual anatomy. Several strengths
and difficulties in each application had been discovered from this study. It will be a
lesson to a new developer to develop a better project or application.
22
CHAPTER 3
METHODOLOGY
3.1 Introduction
In this chapter, we will be discussed on methodology used for this project. Methodology
is one of the crucial parts of the project to ensure that it can be run easily and efficiently.
There are various types of methodology that can used in the development of a project
such as ADDIE, Hannafin & Peck, Waterfall, and more other methodologies. Each
methodology has its own unique and specific terms in used. After a further study on
those methodology, ADDIE method has been chosen to be the preferred methodology
used in this project. ADDIE methodology has five steps of instructional design, which
are Analyze, Design, Develop, Implement, and Evaluate.
Figure 3.1 ADDIE Model Cycle
23
3.2 Analysis
Analysis is the first phase of this methodology. Analysis phase is the foundation of all
phases in the instructional design model. Before we start developing any content or
application strategies, we have to analyze the current situation in terms of knowledge,
training and more. We start with a series of questions to understand the current situation
and also understand what the specific goal of the development is. This will influence a
huge volume of decisions in the process later. This phase includes the requirement
analysis, task analysis and instructional analysis. The activities done on this phase are
identifying problem statements, recognizing the specific aim and objectives of Virtual
Anatomy development, the user requirements, and other related studies of the project.
The content of this project also can be determined on this phase. The content of this
Virtual Anatomy project is about a digital learning on human organs which explained
each organ in more details and have an additional animation on some organs to help
users in understanding the anatomy study in a virtual world. This analysis also
conducted a literature review and a comparison between the existing project and the
proposed project. It helps developers in doing research for a further study on the same
or related topics, and also helps to improve the proposed project by discovering the pros
and cons of the existing projects. All of the outcomes collected are used to identify the
goals and objectives of VR application development. In short, this phase will determine
the project goals, the targeted users’ characteristics, the resources available and how the
product be delivered.
3.3 Design
The second phase of ADDIE methodology in Virtual Anatomy development is design.
This design stage focuses on both the design of the learning experience and materials
needed to support the experience. Design being developed to create an illustration or
24
overview of the original project or model. In this phase, a storyboard of this project is
being developed. The interfaces design is focused on the background, title and texts,
button and other additional models. Other than that, the design of application’s
workflows in this project also takes an action in this phase.
3.3.1 Storyboard
Another part of multimedia design process is storyboard. Storyboard shows the flow of
the project and the design of each interface. The storyboard can be seen in the figures
below.
i. Main Interface
Figure 3.2 Main Interface of Virtual Anatomy
25
ii. Start
Figure 3.3 Start Explore Interface of Virtual Anatomy
iii. Details and Information
Figure 3.4 Details and Information Room Interface of Virtual Anatomy
26
iv. Instructions
Figure 3.5 Instructions Interface of Virtual Anatomy
v. Credits
Figure 3.6 Credits Interface of Virtual Anatomy
27
3.3.2 Famework
The framework of this project involves three medium which are user, google cardboard
and Virtual Anatomy application.
Figure 3.7 Virtual Anatomy Framework
3.3.3 Flowchart
The flowchart will show the flows of interaction between user and Virtual Anatomy
application.
28
Figure 3.8 Virtual Anatomy Flowchart
3.4 Development
The next phase of ADDIE methodology is development. Once the learning has been
designed, the development stage focuses on creating and developing the materials and
experiences. All the decisions taken during the design phase are now going to work as
a guideline for this development phase. At this stage, we will be strongly directed by
the prototype or storyboard. To fit the design process, each aspect of the project should
be created. It has already agreed on the center of the content. A level of detail and polish
to the project is all we need to add. This step is started by developing the 3D models
used in this project which includes 3D organs with animation, a 3D body model, and
29
more. Other than that, interactive buttons also be created in this phase. The most
important part is the development process of the whole project which has to be run as
the most comparable to the actual project. A quick feedback by users must be taken on
this development to determine the weaknesses or lack of this project. When the
weaknesses or errors of the project have been identified, we have to take an action to
overcome the situation and improve the existing applications. It is important to make
sure this project can be run smoothly with minimum errors occurred before we proceed
to the next stage. It will reduce the cost and time required on the actual development
process as the users needed is implemented and can be determined at the early stage of
development, which ensuring a faster and less cost for the development. This phase will
determine either the learning method is most appropriate or not, identifying the
materials that will be used in this project, and make sure the materials meet the project
objectives.
3.5 Implementation
The phase of implementation represents the project’s continuous adjustment to ensure
an optimum performance and positive results are obtained. In order to ensure that it can
be delivered efficiently, we aim to redesign, update and edit the project here. The design
can be constantly tested for further enhancement. It’s time to share the application with
the learners or users once we have completed the project and we are confident that the
project is thoroughly checked. In the design process, the choices made will impact how
this is actually carried out. For any teething problems, we should control the situation.
One of the best things to avoid in implementation process is to execute a project pilot
before unleashing the material on the targeted users. As planned in the development
phase, this phase involved the development of the application. There is also a testing
stage to be carried out in this phase. The functionality of each element involves in this
30
project should be run efficiently as expected results. The target users will be involved
to use the application prototype before the evaluation stages of the final production by
the experts. In short, this phase is a stage where users can explore the prototype and
give their own opinion on this project to make sure which part of the application should
be changed or improved and also need a confirmation either this project has fulfilled
the user requirements or not. All the feedbacks and opinion collected will be carried out
to the next phase for a better performance. This phase will make sure that the
instructional methods being delivered appropriately and identifying the inconsistencies
that can be corrected during this phase.
31
3.6 Evaluation
In the final phase, an evaluation stage will be conducted when all of other stages have
been completed. The feedbacks collected from previous phase will be used in this stage
to overcome and make improvement of the project. This is an important stage to identify
the efficiency of this project. If there are some errors or weaknesses on this project, it
will be proceeded to an iterative way where the stages will be repeated until we get the
most satisfied results as planned in the expected results. An improvement or any
changes will be completed in each iterative time by time to ensure an optimum result.
This phase will complete the target of how well the project goals and objectives met,
the efficiency of the chosen methods, and identifying the technical prob lems if it
occurred.
3.7 Hardware and Software Requirements
3.7.1 Hardware Requirements
Table 3.1 Hardware Requirements
Hardware Details
1. Desktop
A desktop used to run the software in
developing the models and the process
of final project. Hence, it also used to
complete the logical or arithmetic
operations.
2. Personal Computer / Laptop A high specifications PC or laptop
needed to support the process of
developments as it requires a high
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standard software. It also helps in
designing the process.
3. Mobile Phone
A mobile phone will be used to run the
final result which users can explore the
virtual world in the mobile phone
view, since this project has been
developed in android base.
4. Google Cardboard and Controller
A set of Google Cardboard and
Controller will allow users to explore
and experience the virtual world in real
time, and also can be controlled by the
controller.
5. Headphone / Earphone
A headphone or earphone will allow
users to experience a high standard
audio and feel like the real world. It
will help users to listen on a clear word
on the voice or any sound effects.
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3.7.2 Software Requirements
Table 3.2 Software Requirements
Software Details
1. Unity 3D
Used to develop a virtual and
augmented reality environment which
includes video games for web plugins,
desktop platforms, consoles, and
mobile devices.
2. Visual Studio
Used to program the project in C++
language. It usually used for an
advance project development which
need to be programmed.
3. Autodesk Maya
Used to create and develop 3D models.
It also helps to create an animation for
the 3D models.
4. Adobe Photoshop
Used to design a rough interface and
storyboard, also the details of button
and other additional items.
5. Adobe Illustrator
Used to illustrate the final result and
helps to design some models.
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3.8 Technique
There are some techniques that can be used in the virtual reality application
development. In this case, we use Control Base Technique for this project. Control base
technique will help to assist user’s action. Users can use their body movements to pass
through another area. It will produce a great experience for users as they can move and
used this application in real time as an input for the user phone interaction. Users also
can control the cursor by controllers to help them interact with the interfaces. It is an
interactive two ways communication projects.
3.9 Summary of The Chapter
This chapter has covered the appropriate methodology chosen in this project. After all
the studies about methodologies, we choose ADDIE as the method for this project.
ADDIE model is a useful paradigm for the creation of various modes of applications
and programs for growth. Finally, it encourages a learning cycle in which the experience
acquired in one module of training enhances the development of another. A further
detail of each stage in this method has been explained above which includes analysis,
design, development, implementation and evaluation.
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