Enhancing creativity in synthetic biology with Interactive Virtual Environments

K. Clase, N. Adamo-Villani, S. L. Gooding, Aman Yadav, Jeffrey D. Karpicke, Marcia Gentry
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引用次数: 7

Abstract

The objective of the work reported in this paper is to test 4 main hypotheses: (1) Interactive Virtual Environments (IVE) support and enhance students' creativity in synthetic biology; (2) The level of immersion of an IVE affects students' creativity in synthetic biology and a higher degree of immersion promotes higher creativity in synthetic biology; (3) Students creativity in synthetic biology can be measured; and (4) Immersive IVE are measurably more effective than current teaching methods for increasing creativity in synthetic biology. In the paper we describe the development of two virtual environments (which show two different degrees of immersion-2.5D and 3D) and we outline the evaluation and assessment plans that will be used to test the hypotheses. Although still under development, the project described in the paper provides a methodology using emerging technologies in computer graphics to teach creativity and domain-specific knowledge by integrating scientific inquiry with engineering design within IVE.
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利用交互式虚拟环境增强合成生物学的创造力
本文的工作目的是检验4个主要假设:(1)交互式虚拟环境(IVE)支持和增强学生在合成生物学中的创造力;(2)人工智能课程的沉浸程度影响学生合成生物学的创造力,沉浸程度越高,合成生物学的创造力越高;(3)学生在合成生物学方面的创造力可以被测量;(4)在提高合成生物学学生的创造力方面,沉浸式IVE明显比当前的教学方法更有效。在本文中,我们描述了两个虚拟环境的发展(其中显示了两种不同程度的沉浸-2.5 d和3D),我们概述了将用于测试假设的评估和评估计划。尽管仍在开发中,论文中描述的项目提供了一种方法,利用计算机图形学中的新兴技术,通过将科学探究与IVE中的工程设计相结合,教授创造力和特定领域的知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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