SENSORY BIOLOGY EDUCATIONAL CONTENT
Trans-disciplinary Education in Biology and Engineering Technology | VIRTUAL REALITY
This experience uses virtual reality to educate student on spatial navigation. The BmE program collaborated with UC SIM (UC Center for Simulations and Virtual Environments) to design and develop a virtual reality experience for our UC Forward course, BIOL2030/PD2030: Inquiry to Innovation: Sensing in Animals and Robots.
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The course introduces students to the exciting interface of biology with robotics, and instill the fundamentals of how behavior is guided by senses, in both animals and robots. The course also lays out foundational concepts of sensory guidance and advances into more complex behavior.
PROJECT DESCRIPTION
Experience features four different scenes, and is optimized for the Oculus Quest compatible virtual reality systems.
OCULUS QUEST EXPERIMENT
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SCENE 0: LOBBY – The user appears in the “lobby” scene and learnshow to use the VR system and is provided the introductory context for the VR experience.
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SCENCE 1 – The user appears in a space with no floors or walls. The user will walk in an L-Shape path and return to their starting position.
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SCENE 2 – The user appears in a space with no floors or walls with a stationary object on their right side. The user will walk in an L-Shape path and return to their starting position.
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SCENE 3 – The user appears in a space with no floors or walls with a stationary object in the field. The user will walk in an L-Shape path. The object will move once out of sight and the user will return to their starting position.
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SCENE 4 – The user appears in a space with no floors or walls with a stationary object in the field. As the player begins to walk in an L-Shape a bias is added, they appear to rotate as you move forward. The user will then return to their starting position.
VIRTUAL REALITY DEVELOPMENT
Color Vision Games
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Training – Use the following app to familiarize yourself with the color vision game.
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SCENCE 1 – The user appears in a space with no floors or walls. The user will walk in an L-Shape path and return to their starting position.
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SCENE 2 – The user appears in a space with no floors or walls with a stationary object on their right side. The user will walk in an L-Shape path and return to their starting position.
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SCENE 3 – The user appears in a space with no floors or walls with a stationary object in the field. The user will walk in an L-Shape path. The object will move once out of sight and the user will return to their starting position.
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SCENE 4 – The user appears in a space with no floors or walls with a stationary object in the field. As the player begins to walk in an L-Shape a bias is added, they appear to rotate as you move forward. The user will then return to their starting position.