December 17, 2020

Using Immersive Virtual Reality to Enhance Neuroscience Research and Instruction

Virtual reality provides exciting opportunities in neuroscience education. A major problem in traditional anatomy education is how to convey 3D structures and the complex pathways that run throughout the brain. In order to learn this information, instruction typically relies on 2D drawings and dissections of real post-mortem brains. 2D drawings are limited by their fixed view-point and orientation, which makes it difficult to capture key aspects of 3D structure and function. Cadaver dissections are a powerful tool but are extremely high cost, low accessibility, and low reusability. It is also difficult to demonstrate functionality in cadaver specimens.

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Immersive Virtual Reality as a neuroanatomy educational tool has the potential to solve these problems. It allows students to actively explore and manipulate 3D structures. It supports interactivity and flexibility, such as displaying functional implications after a brain region is damaged. It can also be continually updated as researchers make new scientific discoveries about how the brain works. By enabling students to explore the brain in a virtual environment, we can shift learning demands from rote memorization to systems involved in navigation and mental map formation.

Virtual reality can be used to create an illusion of imagined reality or reality, this system uses stereoscopic goggles that provides the three-dimensional imaginary. The three-dimensional world of this system will simply immerse into make believe world as the real world. Immersion is basically a unique experience that is connected with the world of virtual reality. Future trends for this system are more advanced virtual tools and advertising integration.

The key players influencing the market are Oculus VR(Facebook), Barco, HTC Corporation, Leap Motion, Inc., Microsoft Corporation, Samsung Electronics Co. Ltd., CyberGlove Systems Inc., Sony Corporation, Vuzix Corporation, and Google VR among others.

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