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Computers & Graphics
Volume 30, Issue 1, February 2006, Pages 3-9
 
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doi:10.1016/j.cag.2005.10.003    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2005 Elsevier Ltd All rights reserved.

Bio-edutainment: Learning life science through X gaming

Yiyu CaiCorresponding Author Contact Information, E-mail The Corresponding Author, Baifang Lu, Zhaowei Fan, Chandrasekaran Indhumathi, Kian Teck Lim, Ching Wern Chan, Yuan Jiang and Lin Li

College of Engineering, Nanyang Technological University, Singapore

Available online 20 December 2005.

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Abstract

Learning through gaming is one of the natural ways for knowledge and skill acquisition. This paper presents our work on bio-edutainment. Playing X games not only allows low age students to learn bio-molecular structure but also enables better understand complicated structure of bio-molecules. Immersive and interactive games may potentially motivate students to develop their interest to explore the wonder of life science. Based on our core Virtual Reality technology, the bio-edutainment system developed consists of mainly three components of visualization, modeling and interaction. Enabling technology includes also GPU technology, Networking, sensor technology and so on. The system was exhibited in Singapore Science Center.

Keywords: Edutainment; VR; Computer gaming; Biology; Protein structure

Article Outline

1. Introduction
2. Protein structure learning
3. VR-enhanced bio-edutainment technology
3.1. 3D bio-modeling
3.2. Immersive bio-visualization
3.3. Bio-interaction
4. Extreme games and bio-edutainment
4.1. Protein X games
4.2. Virtual reach-in the main protease of dengue virus
5. Conclusion
Acknowledgements
References







Computers & Graphics
Volume 30, Issue 1, February 2006, Pages 3-9
 
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