siti izati nurul aina bt zulkefli

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VIRTUAL ANATOMY SITI IZATI NURUL AINA BT ZULKEFLI BACHELOR OF INFORMATION TECHNOLOGY INFORMATICS MEDIA WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2021

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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.

vi

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

ix

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

6

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.

16

ii. Anatomyou

Figure 2.3 Anatomyou (Interface 1)

Figure 2.4 Anatomyou (Interface 2)

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:

18

- 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:

20

- 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

✓ ✓ ✓ ✓

21

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.

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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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