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Grübel J, Chatain J, Schmid C, Fayolle V, Zünd F, Gruber R, Stadlinger B. Applying Augmented Reality to Convey Medical Knowledge On Osteoclasts: A User Study. JMIR Serious Games 2025. [PMID: 40103517 DOI: 10.2196/64751] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/20/2025] Open
Abstract
BACKGROUND Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through Augmented Reality (AR) in fields like medical education. AR is being increasingly used in medicine and dental education to improve student learning, particularly in understanding complex concepts such as bone remodeling. Active learning strategies, supported by AR, boost student autonomy, reduce cognitive load, and improve learning outcomes across various disciplines. AR is gaining popularity in higher education as it enhances active learning, reduces cognitive load, and improves cognitive, meta-cognitive, and affective outcomes, particularly in medical and nursing education. The effectiveness of immersive AR in enhancing understanding of complex physiological processes is still unclear, with a lack of rigorous studies on its impact and how to effectively convert academic content into AR. OBJECTIVE We assess the capacity of AR-enhanced content for learning medical knowledge with a state-of-the-art AR game, published along with a modern cell atlas of the oral cavity. To assess AR-enhanced content for learning, we formulated hypotheses on the general impact on learning (H1), specific improvements in learning (H2) and the long-term retention (H3). METHODS An AR serious game was developed to represent current knowledge on osteoclasts for classroom use. The game was evaluated in an unblinded face-to-face vignette experiment (39 participants): Learning outcomes on "Osteoclasts" were compared between the AR game (17 participants) and a textbook-only option (20 participants) conveying the same content. Participants were randomly assigned and learning success was measured at three time-points, immediately after the experiment session, one week later, and one month later, via web-based surveys. RESULTS The AR serious game elicited strong interest in the topic (perceived relevance in ARCS, W= 10417; P < .001) and motivated students by increasing self-efficacy (confidence in ARCS, W = 11882.5; P = .023) and satisfaction (in ARCS, W = 4561; P < .001). The learning outcomes were comparable to text-based self-learning (T = 2.0103; PBonferroni = .095). Furthermore, curious students benefited more from interactive learning methods compared to text-only methods and had higher learning success (T = -2.518; P = .019). CONCLUSIONS Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we couldn't confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design influences student perception of the material (H2d). Due to attrition, long-term learning outcomes (H3) could not be assessed. AR-based learning may particularly benefit curious students, who often struggle with text-heavy methods. As students are increasingly accustomed to brief, engaging content, teaching approaches must adapt. CLINICALTRIAL
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Affiliation(s)
- Jascha Grübel
- Laboratory for Geo-Information Science and Remote Sensing, Department of Environmental Sciences, Wageningen University, Droevendaalsesteeg 4, Wageningen, NL
- Center for Sustainable Future Mobility, Dept. of Mechanical and Process Engineering & Dept. of Civil, Environmental and Geomatic Engineering, ETH Zurich, Zürich, CH
- Game Technology Center, Department of Computer Science, ETH Zurich, Zürich, CH
- Chair of Cognitive Science, Department of Humanities, Social and Political Sciences, ETH Zurich, Zürich, CH
- Visual Computing Group, Harvard John A. Paulson School Of Engineering And Applied Sciences, Harvard University, Boston, US
| | - Julia Chatain
- Future Embodied Learning Technologies, Singapore-ETH Centre, Singapore, SG
- Game Technology Center, Department of Computer Science, ETH Zurich, Zürich, CH
| | - Claudio Schmid
- Center for Dental Medicine, Faculty of Medicine, University of Zurich, Zürich, CH
| | - Violaine Fayolle
- Disney Research, Zürich, CH
- Game Technology Center, Department of Computer Science, ETH Zurich, Zürich, CH
| | - Fabio Zünd
- Game Technology Center, Department of Computer Science, ETH Zurich, Zürich, CH
| | - Reinhard Gruber
- Competence Center of Oral Biology, University Clinic of Dentistry, Medical University of Vienna, Vienna, AT
| | - Bernd Stadlinger
- Center for Dental Medicine, Faculty of Medicine, University of Zurich, Zürich, CH
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Aguilar L, Gath-Morad M, Grübel J, Ermatinger J, Zhao H, Wehrli S, Sumner RW, Zhang C, Helbing D, Hölscher C. Experiments as Code and its application to VR studies in human-building interaction. Sci Rep 2024; 14:9883. [PMID: 38688980 PMCID: PMC11061313 DOI: 10.1038/s41598-024-60791-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2023] [Accepted: 04/26/2024] [Indexed: 05/02/2024] Open
Abstract
Experiments as Code (ExaC) is a concept for reproducible, auditable, debuggable, reusable, & scalable experiments. Experiments are a crucial tool to understand Human-Building Interactions (HBI) and build a coherent theory around it. However, a common concern for experiments is their auditability and reproducibility. Experiments are usually designed, provisioned, managed, and analyzed by diverse teams of specialists (e.g., researchers, technicians, engineers) and may require many resources (e.g., cloud infrastructure, specialized equipment). Although researchers strive to document experiments accurately, this process is often lacking. Consequently, it is difficult to reproduce these experiments. Moreover, when it is necessary to create a similar experiment, the "wheel is very often reinvented". It appears easier to start from scratch than trying to reuse existing work. Thus valuable embedded best practices and previous experiences are lost. In behavioral studies, such as in HBI, this has contributed to the reproducibility crisis. To tackle these challenges, we propose the ExaC paradigm, which not only documents the whole experiment, but additionally provides the automation code to provision, deploy, manage, and analyze the experiment. To this end, we define the ExaC concept, provide a taxonomy for the components of a practical implementation, and provide a proof of concept with an HBI desktop VR experiment that demonstrates the benefits of its "as code" representation, that is, reproducibility, auditability, debuggability, reusability, & scalability.
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Affiliation(s)
- Leonel Aguilar
- Chair of Cognitive Science, ETH Zürich, Zurich, Switzerland.
- Data Science, Systems and Services Group, ETH Zürich, Zurich, Switzerland.
| | - Michal Gath-Morad
- Chair of Cognitive Science, ETH Zürich, Zurich, Switzerland
- Cambridge Cognitive Architecture, University of Cambridge, Cambridge, UK
| | - Jascha Grübel
- Chair of Cognitive Science, ETH Zürich, Zurich, Switzerland
- Geo-information Science and Remote Sensing Laboratory, Wageningen University, Wageningen, The Netherlands
- Game Technology Center, ETH Zürich, Zurich, Switzerland
- Visual Computing Group, Harvard University, Cambridge, USA
- Center for Sustainable Future Mobility, ETH Zürich, Zurich, Switzerland
- Geoinformation Engineering Group, ETH Zürich, Zurich, Switzerland
| | | | - Hantao Zhao
- School of Cyber Science and Engineering, Southeast University, Nanjing, China
- Purple Mountain Laboratories, Nanjing, China
| | - Stefan Wehrli
- Decision Science Laboratory, ETH Zürich, Zurich, Switzerland
| | - Robert W Sumner
- Geo-information Science and Remote Sensing Laboratory, Wageningen University, Wageningen, The Netherlands
| | - Ce Zhang
- Data Science, Systems and Services Group, ETH Zürich, Zurich, Switzerland
| | - Dirk Helbing
- Decision Science Laboratory, ETH Zürich, Zurich, Switzerland
- Chair of Computational Social Science, ETH Zr̈ich, Zurich, Switzerland
| | - Christoph Hölscher
- Chair of Cognitive Science, ETH Zürich, Zurich, Switzerland
- Decision Science Laboratory, ETH Zürich, Zurich, Switzerland
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Gath-Morad M, Grübel J, Steemers K, Sailer K, Ben-Alon L, Hölscher C, Aguilar L. The role of strategic visibility in shaping wayfinding behavior in multilevel buildings. Sci Rep 2024; 14:3735. [PMID: 38355942 PMCID: PMC10866884 DOI: 10.1038/s41598-024-53420-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/25/2023] [Accepted: 01/31/2024] [Indexed: 02/16/2024] Open
Abstract
In this paper, we explore the mutual effect of prior background expectations and visibility afforded by the 3D configuration of the physical environment on wayfinding efficiency and strategy in multilevel buildings. We perform new analyses on data from 149 participants who performed six unaided and directed wayfinding tasks in virtual buildings with varying degrees of visibility. Our findings reveal that the interaction between visibility and prior background expectations significantly affects wayfinding efficiency and strategy during between-floor wayfinding tasks. We termed this interaction effect strategic visibility, which emphasizes the importance of the strategic allocation of visibility towards actionable building elements in promoting efficient wayfinding and shaping wayfinding strategy. Our study highlights the significance of strategic visibility in promoting inclusive and accessible built environments for neurodiversity. Finally, we provide an open-source dataset that can be used to develop and test new wayfinding theories and models to advance research in the emerging field of human-building interaction.
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Affiliation(s)
- Michal Gath-Morad
- Cambridge Cognitive Architecture, Department of Architecture, University of Cambridge, Cambridge, United Kingdom.
- Chair of Cognitive Science, ETH Zürich, Zürich, Switzerland.
- The Behavior and Building Performance Group, Department of Architecture, University of Cambridge, Cambridge, UK.
- The Space Syntax Laboratory, The Bartlett School of Architecture, University College London, London, UK.
| | - Jascha Grübel
- Chair of Cognitive Science, ETH Zürich, Zürich, Switzerland
- Geo-information Science and Remote Sensing Laboratory, Wageningen University, Wageningen, The Netherlands
- Game Technology Center, ETH Zürich, Zürich, Switzerland
- Visual Computing Group, Harvard University, Cambridge, USA
- Center for Sustainable Future Mobility, ETH Zürich, Zürich, Switzerland
- Geoinformation Engineering Group, ETH Zürich, Zürich, Switzerland
| | - Koen Steemers
- The Behavior and Building Performance Group, Department of Architecture, University of Cambridge, Cambridge, UK
| | - Kerstin Sailer
- The Space Syntax Laboratory, The Bartlett School of Architecture, University College London, London, UK
| | - Lola Ben-Alon
- Graduate School of Architecture, Planning and Preservation (GSAPP), Columbia University, New York, USA
| | | | - Leonel Aguilar
- Chair of Cognitive Science, ETH Zürich, Zürich, Switzerland
- Data Science, Systems and Services Laboratory, ETH Zürich, Zürich, Switzerland
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Luther W, Baloian N, Biella D, Sacher D. Digital Twins and Enabling Technologies in Museums and Cultural Heritage: An Overview. SENSORS (BASEL, SWITZERLAND) 2023; 23:1583. [PMID: 36772623 PMCID: PMC9921855 DOI: 10.3390/s23031583] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/29/2022] [Revised: 01/27/2023] [Accepted: 01/28/2023] [Indexed: 06/18/2023]
Abstract
This paper presents an overview of various types of virtual museums (ViM) as native artifacts or as digital twins (DT) of physical museums (PM). Depending on their mission and features, we discuss various enabling technologies and sensor equipment with their specific requirements and complexities, advantages and drawbacks in relation to each other at all stages of a DT's life cycle. A DT is a virtual construct and embodies innovative concepts based on emerging technologies (ET) using adequate sensor configurations for (meta-)data import and exchange. Our keyword-based search for articles, conference papers, (chapters from) books and reviews yielded 43 contributions and 43 further important references from Industry 4.0, Tourism and Heritage 4.0. After closer examination, a reference corpus of 40 contributions was evaluated in detail and classified along with their variants of DT-content-, communication-, and collaboration-centric and risk-informed ViMs. Their system features correlate with different application areas (AA), new or improved technologies-mostly still under development-and sensors used. Our proposal suggests a template-based, generative approach to DTs using standardized metadata formats, expert/curator software and customers'/visitors' engagement. It advocates for stakeholders' collaboration as part of a comprehensive validation and verification assessment (V&VA) throughout the DT's entire life cycle.
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Affiliation(s)
- Wolfram Luther
- Department of Computer Science and Applied Cognitive Science, University of Duisburg-Essen, 47057 Duisburg, Germany
| | - Nelson Baloian
- Department of Computer Science, University of Chile, Av. Blanco Encalada 2120, Santiago 8320000, Chile
| | - Daniel Biella
- Center for Information and Media Services, University of Duisburg-Essen, 47057 Duisburg, Germany
| | - Daniel Sacher
- Department of Computer Science and Applied Cognitive Science, University of Duisburg-Essen, 47057 Duisburg, Germany
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