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项目总结 最近科学研究和通信技术的进步把我们带到了一个新的 生物医学科学研究的时代。现在比以往任何时候都更需要一组多样化的年轻、创新的人才 研究人员需要充分利用这一机会;然而,招募和培训科学家仍然是一项挑战。 虚拟现实(VR)等技术被证明对学习因素有重大影响,如 参与度、动力和情感,所有这些都与科学成就和对 干起事业来。然而,用于科学学习的高质量虚拟现实体验仍然既耗时又昂贵 去创造。 Dynamid已经建立了一个原型平台,10k,目标是允许任何有科学或教育背景的人 创建身临其境的交互式3D体验的专业知识:不需要软件开发或设计技能。 该项目寻求a)展示一条通向临界数量的此类用户的可行途径,b)展示这种 混合用户群,包括科学家和教育专家,出于他们自己的交流需求, 可以快速生成有效的内容,其他人可以将其重新用于自己的工作,以及c)展示这一点 开放源码合作将促进开发具有成本效益的内容,以便向 学习者和其他非科学家。 拟议的研究将首先将研究人员直接纳入身临其境的体验 让年轻科学家参加一个训练营,在那里他们将学习生产VR 将他们自己的数据集可视化的体验。然后,这项研究将展示这些基础是如何 学习设计专家可以对可视化进行调整,以创建符合以下要求的教育VR体验 达到国家教育标准。我们的第二个目标是展示10k制作的沉浸式 体验吸引目标教育受众,并积极影响对科学的参与 和追求STEM职业生涯的兴趣,通过一项比较教育VR体验和 传统的2D、多媒体视频。 这项研究的成果包括全面公开发布Oculus Quest上的10k查看器和 SteamVR平台,将以作为工作一部分产生的VR体验为特色。另外,10k 平台的整体可用性将为创建者提高,并将免费提供给研究人员和 教育工作者制作自己的体验,可在10k查看器上查看。最后,研究结果将补充 对越来越多的关于VR和学习科学的研究,为未来的研究奠定基础 在更多平台上评估10k,包括PC/Mac和天文馆穹顶,并利用10k不断增长的 分析能力,以获得对用户行为和性能的有价值的见解。
英文摘要
PROJECT SUMMARY Recent advances in scientific research and communications technology have brought us to the cusp of a new era in biomedical science research. Now more than ever, there is a need for a diverse set of young, innovative researchers to take full advantage of this opportunity; yet recruiting and training scientists remains a challenge. Technology such as virtual reality (VR) is demonstrated to have a significant effect on learning factors like engagement, motivation, and affect, all of which are associated with scientific achievement and interest in STEM careers. However, quality VR experiences for scientific learning remain time-consuming and expensive to create. Dynamoid has built a prototype platform, 10k, with the goal of allowing anyone with scientific or educational expertise to create immersive, interactive 3D experiences: no software development or design skills necessary. This project seeks to a) demonstrate a viable pathway to a critical mass of such users, b) show how such a mixed user base, including scientists and educational experts motivated by their own communication needs, can quickly produce effective content that others can repurpose for their own work, and c) show how this open-source collaboration will catalyze the development of cost-effective content for presenting science to learners and other non-scientists. The proposed research will first incorporate researchers directly into the immersive experience production process by engaging young scientists in a bootcamp where they will learn to produce VR experiences that visualize their own datasets. The research will then demonstrate how these base visualizations can be adapted by learning design specialists to create educational VR experiences that adhere to national educational standards. Our second aim is to demonstrate that 10k-produced immersive experiences appeal to the target educational audience and positively affect engagement with science and interest in pursuing STEM careers, through a study comparing the educational VR experiences with a traditional 2D, multimedia video. The outcomes of this research include the full public launch of the 10k Viewer on the Oculus Quest and the SteamVR platforms, which will feature the VR experiences produced as part of the work. Also, the 10k platform’s overall usability will be improved for creators, and it will be made freely-available for researchers and educators to produce their own experiences, viewable on the 10k Viewer. Last, the results of the study will add to the growing body of research on VR and learning science, laying the groundwork for future studies that will evaluate 10k on more platforms, including PC/Mac and planetarium domes, and leveraging 10k’s growing analytics capabilities to gain valuable insights into user behavior and performance.
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