Storytelling entertains, educates, and inspires people of all ages and a compelling story has the power to motivate, elicit emotions, behavioural change, and inspire self-reflection. Interactive Digital Narratives (IDN) offer, arguably, a greater potential for impact on their audience due to the participative nature of interaction whilst storytelling in Virtual Reality (VR), benefits from high levels of immersion. This work focuses on the design and development of compelling narrative elements towards a non-narrated and unguided VR experience aimed at portraying and evoking emotions, moods, and self-reflection. We explore how the combined elements of light, colour, shape and music can play a role in creating compelling stories and influence users within an immersive VR experience. Finally, this article presents an extensive study of relevant literature, the design of an impactful immersive VR narrative experience and an exploratory practice-based study.
Game-based applications (apps) and serious games enable educationalists to teach complex life sciences topics. Gamification principles (i.e. challenges, problem solving, critical thinking) improve learners' motivation and can also help science communicators discuss important scientific subjects and their real-world context in an effective, enjoyable manner. The aim of this study was to design, develop and evaluate a science communication game-based app, entitled Collect the Bones, Avoid the Cones, on human skull anatomy for use in public engagement activities with younger audiences. Specifically, the app contextualised three-dimensional (3D) skull anatomy within a narrative about cycling and helmet safety. The app was tested at the Glasgow Science Centre, with ethical approval from the Glasgow School of Art, to assess its potential pedagogical value, in terms of pre- and post-app knowledge and confidence, and general user evaluation. In total, 50 participants were recruited (mean age 15.6 ± 1.647, range 7-64) with 62% of participants aged 7-12. Usability and educational value were rated highly with 70% of participants agreeing they could use the app without any external instructions and 90% agreeing they understand the anatomy of the skull better after app use. The enjoyability of the game was also positively perceived with 94% of participants agreeing they enjoyed the game. Although there was no statistical significance in pre- and post-app knowledge scores, there was a statistically significant increase in players' confidence relating to skull anatomy (pre-app: 3.00 ± 1.265, post-app: 4.00 ± 1.00, Z = -5.111, p < 0.001). These results provide promising insight into the potential of game-based apps for public engagement in anatomical sciences. Future research on how the app influences attitudes towards helmet use in different demographic groups would be valuable in identifying its full pedagogical potential.
Digitisation has become a common practice in the preservation of museum collections. Recent development of photogrammetry techniques allows for more accessible acquisition of three-dimensional (3D) models that serve as accurate representations of their originals. One of the potential applications of this is presenting digital collections as virtual museums to engage the public. Medical museums, particularly, would benefit from digitisation of their collections as many of them are closed to the public. The aim of this project was to design and create an interactive virtual museum which would represent the Anatomy Museum at the University of Glasgow with key specimens digitised using photogrammetry techniques. Members of the general public (25 participants) were asked to evaluate the usability and effectiveness of the interactive application by completing questionnaires. A process to digitise anatomical specimens using photogrammetry and convert them into game-ready 3D models was developed. The results demonstrated successful generation of 3D models of specimens preserved using different techniques, including specimens preserved in fluid and glass jars. User tests and evaluation of the application by members of the general public were positive, with participants agreeing that they would now consider visiting the real museum after using the virtual version.
Rheumatoid arthritis (RA) affects around 1% of the population, which places a heavy burden on society and has severe consequences for the individuals affected. The early diagnosis and implementation of disease-modifying antirheumatic drugs significantly increase the chance of achieving long-term sustained remission. Therefore, raising awareness of RA amongst the general public is important in order to decrease the time of diagnosis of the disease. Augmented reality (AR) can be tremendously valuable in a teaching and learning context, as the coexistence of real and virtual objects aids learners in understanding abstract ideas and complicated spatial relationships. It has also been suggested that it raises motivation in users through interactivity and novelty. In this chapter we explore the useARin public engagement, and detail the design, development and evaluation of a blended learning experience utilising AR. A set of informative printed posters was produced, enhanced by an accompanying interactive AR application. Themain user testing was conducted with 27 participants at a science outreach event at the Glasgow Science Centre. Findings report mean positive attitudes regarding all aspects of the study, highlighting the potential of AR for public engagement with topics such as RA.
Pancreatic cancer is a leading cause of cancer related deaths in the UK. However, public knowledge and understanding of the pancreas is generally poor, therefore pancreatic cancer patients often have to contend with understanding large quantities of new information at a pivotal time in their lives. Despite utilisation of digital visualisation techniques in medical education, very rarely are they being used to help clinicians communicate information to their patients. Specifically, there is no literature describing use of an interactive digital application for use by healthcare professionals to aid discussions specific to pancreatic cancer. Therefore, we developed a workflow methodology, and created an interactive application, thus creating a tool that could help clinicians explain pancreatic cancer anatomy, and staging, to their patients. Three-dimensional (3D) digital models were created using ZBrush and Autodesk 3DS Max, and exported into the Unity game engine. Within Unity, the interactivity of models was maximally utilised, and a simple user interface created. The application centres on anatomically accurate, visually simple, 3D digital models, demonstrating a variety of common scenarios that arise in pancreatic cancer. The design of the application is such that the clinician can select which model is relevant to the patient, and can give an explanation of the anatomy and disease process at a speed and level appropriate to that person. This simple, robust and effective workflow methodology for the development of an application could be useful in any clinical setting that needs visual and interactive tools to enhance patient understanding of a clinical condition.
Background Musculoskeletal conditions (MSC), such as Rheumatoid arthritis (RA), place a heavy burden on society and have severe consequences for the individuals affected. In order to limit this burden of disease, early diagnosis and implementation of treatment are essential and result in a significantly increased chance of achieving long-term sustained remission. The European League Against Rheumatism (EULAR) campaign ‘Don’t Delay Connect Today’ (DDCT) was created in order to educate the general public and primary healthcare providers (such as General Practitioners) about the importance of recognising the early warning signs of MSC’s. Many countries have adopted the campaign across Europe, with groups using new and creative ways to engage local communities with this essential message. In Scotland, the Rheumatosphere team have worked to develop interesting and impactful ways of disseminating this message to the public. Augmented reality (AR) is a potential tool to enhance learning and has already been successfully used as a new and exciting tool for teaching1. However, its role in less formal educational setting, such as public engagement, is still relatively unknown. Objectives The primary objective of this study was to test a new AR modality, assessing its effectiveness in increasing knowledge pertaining to RA and the central message of the DDCT campaign. Methods An interactive AR application was designed for a lay audience, incorporating aspects of RA disease pathogenesis along with the importance of early diagnosis and treatment of disease. The modality consisted of printed posters that were enhanced by an interactive AR application accessed through a hand-held tablet device. Members of the public, visiting the Glasgow Science Centre, were asked to assess our AR application by completing a 5 point Likert scale questionnaire before and after interacting with our posters and AR application. Results In total 27 participants took part in the testing, with the majority being between the age of 25-34 years old, a key target audience for the campaign, as this demographic commonly believe that they are ‘too young’ to develop arthritis2. Overall the testing revealed that the AR application was easy to use, engaging and enjoyable. Further evaluation conducted using a 5-point Likert scale, showed that the AR application was successful in raising awareness of RA, with 81% of the participants reporting that they felt more aware about the pathogenesis, symptoms and treatment of RA after use. Moreover, 55% of the participants thought that they would inform friends and family about the causes, symptoms and treatments of RA, helping to disseminate the campaign message further, enhancing it’s overall reach from a single event. Conclusion Overall the application was well received and indicates that this tool could be used to enhance public engagement moving forward. It would therefore be worthwhile to invest in the development of similar modalities for the EULAR ‘Don’t Delay, Connect Today’ campaign. References [1] Sommerauer, P. and Müller, O. (2014) ‘Augmented reality in informal learning environments: A field experiment in a mathematics exhibition’, Computers and Education. Elsevier Ltd, 79(2014), pp. 59–68. doi: 10.1016/j.compedu.2014.07.013. [2] Doran MF, Pond GR, Crowson CS, O’Fallon WM, Gabriel SE. Trends in incidence and mortality in rheumatoid arthritis in Rochester, Minnesota, over a forty-year period. Arthritis Rheum 2002;46:625-31.3. Disclosure of Interests Timea Kosa: None declared, Daniel Livingstone: None declared, Brian Loranger: None declared, Carl Goodyear Grant/research support from: AstraZeneca, BMS, Celgene, Janssen, MedAnnex, Pfizer and UCB, Speakers bureau: Abbvie, Louise Bennett : None declared
The daily fluctuations that govern an organism's physiology and behaviour are referred to as the circadian rhythm. Dramatic changes in our internal or external environment can affect these fluctuations by causing them to shift abnormally. Chronic readjustment in circadian rhythmicity can lead to health defects that extend throughout the organism. These patterns have been known to affect nearly every facet of our health, from our mental state to our physiological wellbeing. Thus, it is important for healthcare professionals from a range of backgrounds to comprehend these connections early on in their education and incorporate this knowledge into patient guidance and treatment.Traditionally, the teaching of the circadian rhythm is undertaken by didactic teaching, 2-dimensional (2D) diagrams, and biochemical processes shown from a fixed perspective. There has been a surge in technologies used to develop educational products, but the field of the circadian rhythm has been lagging behind.Therefore, the purpose of this study was to create an interactive learning application for the end-stage user, incorporating industry standard and widely available software packages. Using a mixture of 3DS Max, Photoshop, MeshLab, Mudbox, Unity and Pro Tools, we created a fully interactive package incorporating educational resources and an interactive self test quiz section.Here, we demonstrate a simple workflow methodology that can be used in the creation of a fully interactive learning application for the circadian rhythm, and its wider effects on the human body. With a small-scale study based on feedback demonstrating positive results, and with limited resources in this field, there is enormous potential for this to be applied in the educational and wider public engagement environment related to the circadian rhythm. Indeed, this also provides an excellent framework and platform for development of educational resources for any type of field that needs modernising and updating with modern technological advances, engaging a wider audience.
Contemporary Building Information Modelling (BIM) has had a huge impact on the design, construction and management of modern buildings – enabling improvements across a wide range of areas, with information on item costs, materials, vendors and a whole host of other details accessible directly within a 3D model of a building. BIM principles may also offer advantages for the management of heritage sites, but using existing BIM solutions may not be straight-forward. A purpose-built alternative, the Heritage Information Model (HIM), built using a current game-engine, is detailed and discussed here.
In this paper, we present a collaborative cross-reality game for two players, Lab2, which blends tangible board game and immersive virtual reality playing spaces in a gameplay that aims to promote and train collaborative behaviour. As collaborative learning has been stressed as an effective teaching method for many years, Lab2 could assist learners in exploring and further developing their collaborative skills in a playful manner. One player controls a physical game board showing a moveable maze of “pathway” tiles, while the second uses a spatially tracked HMD to find himself inside a virtual-reality version of the game-board’s maze. The goal of the game is to collect a set of tokens hidden inside the maze. Reaching these tokens requires the players to collaborate via their complementary roles. We will first outline the game design concept and then detail the user-testing based evaluation of our game prototype.
Diabetes is one of the most prevalent chronic health conditions in the world; with a range of diabetes-related mobile applications available to the public to aid in glycaemic control and self-management. Statistically, adherence to medication is extremely low in adolescents with Type 1 Diabetes Mellitus (T1DM), therefore, this paper focuses on the research and design of an interactive and educational concept mobile application aimed at early to mid-adolescents to aid in their understanding of T1DM. As visual elements are an essential part of the design, this research outlines how visual components were designed specifically for adolescents with T1DM.
Rheumatoid arthritis (RA) affects around 1% of the UK population, places a heavy burden on society and has severe consequences for the individuals affected. Early diagnosis and treatment significantly increase the chance of long-term sustained remission. Raising awareness of RA amongst the general public is important to help decrease the time of diagnosis of the disease. In this poster and demo we explore the use of Augmented Reality (AR) in the creation of interactive print posters for public engagement. Previous studies have shown that AR can be effective in a teaching and learning context, where the coexistence of real and virtual objects aids learners in understanding abstract ideas and complicated spatial relationships. It has also been suggested that it raises motivation in users through interactivity and novelty. We explore the use of AR in public engagement, and outline the design, devel-opment and evaluation of an engagement experience utilising AR. For this, a set of informative printed posters was produced and these enhanced by an accompa-nying interactive AR application. Evaluation involved participants at a science outreach event at the Glasgow Science Centre. The poster includes a demo of the public engagement application: Rheumatosphere AR.