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Brian Michael Smith

dblp:199/2715 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 1

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
2017 Kinetic Pelvic Limb Model to Support Students' Understanding of Spatial Visualization in Gross Anatomy
abstract
Visual aids currently being used for anatomy education are often only designed to help identify structures and, in some cases, to facilitate understanding of the spatial relationships amongst structures. However, a knowledge of the basic functions of structures is crucial to understanding anatomy and is vastly neglected in the design of instructional tools. One major concept which current tools lack the ability to demonstrate is basic biomechanics. A possible solution to address this oversight is the creation of a kinetic, interactive model that demonstrates movement. Creation of this type of model should incorporate aspects of many different disciplines and should facilitate learning by providing engaging and intuitive interaction. To test this hypothesis, a physically based interactive kinetic simulation model of the canine pelvic limb was constructed. From the user studies, positive student feedback as well as improved quiz scores show that the interactive simulation model had a positive effect on student comprehension in anatomy education.
Erica Malone, Jinsil Hwaryoung Seo, Michelle Pine, Brian Michael Smith
TEI4
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
VR2