BioVrium

VR Platform

Enhancing Microbiology Education with VR and AI

Project type: Educational Technology Innovation

Role: UX Researcher, UX Designer, VR Developer, Data Analyst

Industry: Educational Technology

Tools: Unreal Engine 5.3.2, CONVAI, SUS, InfraNodus

Duration: Research and development phase over several months

Introduction

The users

Participants included students and individuals interested in VR and science education, aged 25-55, with diverse educational backgrounds.

How can we improve learning effectiveness?

Challenges Identified

  • Complex Subject Matter: Microbiology is inherently complex, requiring a thoughtful approach to make content accessible and engaging.

  • Diverse Learning Styles: Catering to different learning preferences and ensuring inclusivity.

  • Technological Adoption: Ensuring users are comfortable with VR technology and AI interactions.

Bar chart showing preferences for VR content in microbiology studies. Bars represent 'A balance of both,' 'Content that provides additional information beyond my current curriculum,' and 'Content that directly complements and integrates with my current curriculum.' The tallest bar is 'A balance of both.'

Approach

  • User-Centered Design: Designing the platform based on the identified needs and preferences from user research. This included realistic 3D models, interactive content, and built-in quizzes for progress tracking.

  • Information Architecture: Structuring content into four progressive levels: Virtual Classroom, Inside the Microscope, Virus World, and Bacteria World. This organization helps break down complex information into manageable chunks.

  • Interaction Design: Developing intuitive VR controls for manipulating 3D models and voice interaction with AI characters to create a more immersive experience.

  • AI Character Integration: Creating three distinct AI characters (BioBear, Anca, Dr. Ellis) to cater to different learning styles and preferences, enhancing user engagement.

  • Accessibility Considerations: Designing with inclusivity in mind, ensuring the platform is accessible to users with varying needs and preferences.

Flowchart of VR interaction process for AI-based tutorial and quiz on microorganisms. Steps: start interaction, activate voice command, collect and transmit data to AI, receive tutorial, interact with 3D models, quiz readiness, administer quiz, provide feedback, request score, end interaction. Diagram includes decision points and processes.

UserFlow of User’s interaction with BioVrium

THE PROPOSED SOLUTION

To investigated weather the presence of AI can truly make an impact on user engagement and learning outcomes, I created 2 versions of BioVrium: one with the AI characters and one without. The content is structured into four progressive levels: Virtual Classroom, Inside the Microscope, Virus World, and Bacteria World, allowing students to explore detailed 3D models and simulations. The platform features intuitive VR controls, voice interactions with AI characters, and built-in quizzes with immediate feedback to enhance user engagement. Three distinct AI characters (BioBear, Anca, and Dr. Ellis) cater to different learning styles and preferences, while accessibility and inclusivity are prioritized through adaptive learning and multilingual support. Supplementary learning materials and progress tracking ensure a comprehensive learning experience.

Virtual reality classroom with desks, chairs, and a digital hologram display

Level 1 - The Classroom

Animated female character wearing a lab coat and blue gloves

Goal

To assess the usability and effectiveness of BioVRium, comparing the AI-enhanced version to a VR-only version.

Findings

User research is fundamental to make informed design decisions, as it ensures the platform aligns with the needs and preferences of its users. The integration of AI has shown significant potential in enhancing learning experiences by providing personalized and interactive support. Additionally, the diversity in AI character design proved to be valuable, as it catered to various learning styles and preferences, thereby improving user engagement and satisfaction. For future improvements, enhancing AI performance, adding multilingual support, and incorporating additional features will be crucial steps to further elevate the user experience and accessibility of the platform.

Despite the limitations encountered during this study, the findings were statistically significant and should be further investigated. Incorporating generative AI in immersive Virtual Reality platforms for education can lead to higher engagement, improved usability and academic performance. However, the full potential of generative AI remains to be explored.

What I learned

Study 1 - Understanding the Users’ Needs and Challenges 

Goal

To identify user needs, preferences, and pain points related to microbiology learning and VR usage.

Methodology

An online survey distributed through a professional VR research community completed by 31 participants.

Illustration of red blood cells with text "viruses" and "bacteria" in a dark space, surrounded by particles.

Level 2 - Inside the Microscope

BioBear

an animated teddy bear, is designed to transform learning into a playful and engaging experience. His presence in the VR environment is intended to reduce the intimidation often associated with complex scientific subjects like microbiology. BioBear's approachable and friendly nature makes it particularly appealing to users who might find traditional educational settings daunting or who respond well to gamified learning environments.

Anca

a young, knowledgeable microbiologist who combines expertise with a relatable and friendly demeanour. Her character is intended to bridge the gap between rigorous academic knowledge and modern, interactive learning methods. Anca is particularly suited to learners who seek a balance between credible scientific figure and a supportive, engaging learning experience.

Dr. Ellis

the archetype of a traditional academic expert. Portrayed as a senior, knowledgeable professor Dr. Ellis appeals to learners who prefer a more structured and authoritative approach to education. His persona is crafted to reflect deep expertise and reliability, aiming to attract users who appreciate thorough explanations and a serious educational tone.

Study 2 - Usability Evaluation with a crossover design 

Key

Insights

Methodology

A crossover study with 10 participants involving pre- and post-assessments, UX questionnaires (including SUS), observational notes, and audio recordings.

Thematic Analysis for qualitative data

Key

Insights

Target Audience

Students and individuals interested in VR and/or science education.

  • When asked about the most essential features of a VR educational platform for microbiology, the majority - 54.8% chose 'All of the above,' emphasizing the need for realistic 3D models, interactive content, and adaptive learning paths, which were subsequently incorporated into the platform.

  • The vast majority (32,3%) rated built-in quizzes and assessments as 'Very important', leading to their integration in both the AI-enhanced and control versions of the platform.

  • When asked about the most essential features of a VR educational platform for microbiology, the majority - 54.8% chose 'All of the above,' emphasizing the need for realistic 3D models, interactive content, and adaptive learning paths, which were subsequently incorporated into the platform.

  • In the development BioVRium, the decision regarding the session’s duration was informed by both current literature and user feedback. Sumardani and Lin’s (2023) study suggested that the optimal duration for virtual reality learning is less than 15 minutes. However, the participants indicated a preference for longer sessions, with an average suggestion of 30 minutes. Taking both these factors into account, the sessions last 20-25 minutes.

The Product

BioVRium is an immersive VR learning platform enhanced with generative AI. It aims to overcome the limitations of traditional microbiology education by allowing students to interact with detailed 3D models of microorganisms in a dynamic virtual environment.

Virtual exhibit displaying models of viruses including Coronavirus, Ebola, Hepatovirus A, HIV, Influenza, Rabies Lyssavirus, with informative text panels.

Level 3 - Inside the Virus Wolrd

Purple bear costume with heart design
Infographic showing categories and percentages: 1) Interactive Learning - 25% (keywords: learning, content, made), 2) Complex Feedback - 21% (keywords: helpful, complex, concept), 3) User-Friendly - 15% (keywords: information, easy, understand), 4) Engaging Interface - 15% (keywords: engagement, user, motivation).

What did not work? 

Without AI because I did not need to wait for a long period to know what the answer to the question asked is.
— P6

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While many participants enjoyed the interaction with AI guides and found them helpful, some faced challenges that impacted their experience. P1 and P8 appreciated the fun and ease brought by AI guides like Biobear and Anca. However, P3 found it inconvenient to return to specific locations to interact with the AI, and both P5 and P6 mentioned delays in the AI's responses. These issues were attributed to the CONVAI plugin, which had limitations in real-time responsiveness. Despite these challenges, participants saw the potential benefits of AI, suggesting that resolving these technical issues could significantly enhance the learning experience.

3D elderly male character with glasses wearing a gray sweater and brown pants.

Target Audience

Students of University of West London studying related and non-related fields.

  • Pre- and post-session assessments were utilized to measure knowledge acquisition directly which is a valid tool for assessment. The quantitative data allowed for a comparative analysis to determine if participants learned more effectively with the AI-enhanced VR system. Additionally, interaction logs from the AI system offered deeper insights into the areas where participants sought further information, which helps in identifying aspects of the platform that could be most beneficial or would need enhancement.

  • User experience and usability were evaluated through a combination of the System Usability Scale (SUS) and detailed qualitative feedback gathered via the UX form and observational data during the sessions. This part of the study specifically examined whether AI integration positively impacts the usability of the VR system and motivates learners more than when using VR alone.

  • By analysing session logs and interaction data, it was assessed whether the inclusion of AI elements influenced participants’ willingness and consistency in engaging with the VR content. Furthermore, it was possible to track specific behaviours such as the frequency of attempts participants made to interact successfully with 3D models, the time taken to complete designated tasks, and their overall navigational efficiency in the VR space.

  • Almost all the participants preferred the platform with the AI characters integrated. The majority of participants preferred Anca, the character that in their opinion, is the most humanized. However, Anca was the only character with a non-human voice. This suggests that users might appreciate certain human elements, such as physical aspect, rather than a humanized voice.

Bar chart comparing time spent in sessions for VR-Only and AI-enhanced across participants P1 to P10.
Colorful word network with interconnected terms resembling a complex web, highlighting 'learning' in green.