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Margaret E. Cook

dblp:198/4169 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Usability and user experience research · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
0.312017
Anatomy builder VR: Applying a constructive learning method in the virtual reality canine skeletal system · VR 2017
Learning and educational technologies
embodied learning
0.312017
Anatomy builder VR: Applying a constructive learning method in the virtual reality canine skeletal system · VR 2017
Usability and user experience research
user study
0.112017
Anatomy builder VR: Applying a constructive learning method in the virtual reality canine skeletal system · VR 2017

Methods — techniques the papers use, named apart from their topics

pilot study · 0.6
YearPublicationVenuePosition
2019 InNervate AR: Mobile Augmented Reality for Studying Motor Nerve Deficits in Anatomy Education
abstract
Augmented reality applications for anatomy education have seen a large growth in their literature presence as an educational technology. However, the majority of these new anatomy applications limit their educational scope to the labelling of anatomical structures and layers, and simple identification interactions. There is a strong need for expansion of augmented reality applications, in order to give the user more dynamic control of the anatomy material within the application. To meet this need, the mobile augmented reality (AR) application, InNervate AR, was created. This application allows the user to scan a marker for two distinct learning modules; one for labelling and identification of anatomy structures, the other one for interacting with the radial nerve as it relates to the movement of the canine forelimb. A formal user study was run with this new application, which included the Crystal Slicing test for measuring visual spatial ability, the TOLT test to measure critical thinking ability, and both a pre- and post-anatomy knowledge assessment. Data analysis showed a positive qualitative user experience overall, and that the majority of the participants demonstrated an improvement in their anatomical knowledge after using InNervate AR. This implies th at the application may prove to be educationally effective. In future, the scope of the application will be expanded, based on this study’s analysis of user data and feedback, and educational modules for all of the motor nerves of the canine forelimb will be developed.
Margaret E. Cook, Austin Payne, Jinsil Hwaryoung Seo, Michelle Pine, Timothy McLaughlin
ICCE1
2018 Paper Circuitry and Projection Mapping: An Interactive Textbook Approach to Veterinary Education
abstract
We present an interactive book platform that was initially developed for veterinary students. This platform provides a simple tangible book interface that users can touch, flip through pages, and read the content. Meanwhile, they experience a dynamic content display system using a projector. In this paper, we present an interactive book which specifically covers Cattle (Bovine) laminitis, a painful and widely prevalent disease in cattle. Our project aims to support students' understanding of the multi-faceted nature of bovine laminitis, through the use of an interactive book interface. We implemented the unique approach of using paper circuitry to create the electrical pathway from an actual book to the computer. Book pages with embedded paper circuitry become an interactive surface, that visualizes a progression of bovine laminitis through its stages of disease. Future development of the work will include developing content from other disciplines for the same platform.
Margaret E. Cook, Jinsil Hwaryoung Seo, Michelle Pine, Annie Sungkajun
TEI1
2017 Anatomy builder VR: Applying a constructive learning method in the virtual reality canine skeletal system
abstract
We present Anatomy Builder VR that examines how a virtual reality (VR) system can support embodied learning in anatomy education. The backbone of the project is to pursue an alternative constructivist pedagogical model for learning canine anatomy. The main focus of the study was to identify and assemble bones in the live-animal orientation, using real thoracic limb bones in a bone box and digital pelvic limb bones in the Anatomy Builder VR. Eleven college students participated in the study. The pilot study showed that participants most enjoyed interacting with anatomical contents within the VR program. Participants spent less time assembling bones in the VR, and instead spent a longer time tuning the orientation of each VR bone in the 3D space. This study showed how a constructivist method could support anatomy education while using virtual reality technology in an active and experiential way.
Jinsil Hwaryoung Seo, Brian Michael Smith, Margaret E. Cook, Michelle Pine, Erica Malone, Steven Leal, Jinkyo Suh
VR3