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Immersive Graphics in Education: A VR Rat Dissection Case Study Framed by Three Essential Abilities
DescriptionThis paper presents an immersive VR pedagogy project developed at HKUST to
support undergraduate life science students in learning rat anatomy and dissection.
Traditional anatomy teaching often confronts ethical concerns, high material costs, and
student anxiety when handling specimens. Our VR platform provides a safe, repeatable,
and interactive environment where students can explore anatomical structures, practice
procedures, and build confidence prior to the wet lab. Baseline surveys revealed that
64.6% of students felt more prepared after VR practice, while 79.3% expressed
satisfaction with the learning experience, citing reduced anxiety and enhanced spatial
understanding.
Beyond this case study, we position the project within broader educational futures. First,
immersive HCI can serve as emotional support, reducing stress and fostering inclusive
learning environments. Second, the integration of AI and multimodal tools enables
students to engage in creative expression, combining scientific learning with storytelling
and cross-disciplinary perspectives. Finally, as educational technologies increasingly
collect and process student information, cultivating critical thinking about education
technology.
By situating a concrete VR teaching practice within these three educational
dimensions—emotional, creative, and critical—this contribution demonstrates not only
the practical value of immersive tools in STEM education but also the importance of
aligning technological innovation with human-centered values. Together, they point
toward a holistic vision of education where VR, AI, and HCI collectively shape inclusive,
thoughtful, and future-ready learning environments.