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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design of a Virtual Reality System for the Study of Diagram Use in Organic Chemistry</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrew T. Stull</string-name>
          <email>andrew.stull@psych.ucsb.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Trevor J. Barrett</string-name>
          <email>trevor.barrett@psych.ucsb.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mary Hegarty</string-name>
          <email>mary.hegarty@psych.ucsb.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Psychological &amp; Brain Sciences, University of California Santa Barbara</institution>
          ,
          <addr-line>CA 93101</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <fpage>33</fpage>
      <lpage>41</lpage>
      <abstract>
        <p>Organic chemists must be adept at relating different 2D diagrammatic representations of molecules while also understanding their 3D structure. Concrete (3D) models can aid students in developing these aspects of representational competence but a growing trend is to incorporate virtual 3D models into instruction. In this paper, we describe the design of a virtual reality system to investigate how students use virtual models, for learning about different structural diagrams common in organic chemistry. We follow with preliminary results of a study comparing the relative effectiveness of virtual versus concrete models. Participants performed tasks using either virtual or concrete models to match or to complete three different types of molecular diagrams. The preliminary results suggest a benefit of using virtual models over concrete models.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>Diagrammatic reasoning</kwd>
        <kwd>representational competence</kwd>
        <kwd>concrete manipulatives</kwd>
        <kwd>virtual reality</kwd>
        <kwd>organic chemistry</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Molecular diagrams and models are essential tools of chemistry [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Arguably, such
representations might even be a defining characteristic of chemistry, because its
domain is built on reasoned logic using diagrams and models as primary research tools
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Diagrams and models are also an important tool for chemistry instruction.
Developing skills to draw, interpret, and translate between these representations is essential
to a student’s growth as a chemist. In previous research, we demonstrated that use of
concrete models benefited performance in a diagram translation task [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The question
addressed here is whether computer-based, or virtual, models are as helpful for such
tasks. We describe the design and initial testing of a virtual reality system to
investigate how students translate between models and diagrams in organic chemistry.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Molecular Representations</title>
      <p>
        Chemists use two general types of spatial representations of molecules; 3D models,
which might be concrete (i.e., physical) or virtual, and 2D diagrams, which use
diagrammatic conventions to represent 3D relations in the two dimensions of the printed
page (see Fig. 1). Although chemists routinely employ these diverse representations in
practice, novices often have difficulty mastering their use [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4-6</xref>
        ]. For students to be
successful at integrating multiple representations, they must develop the skills of
constructing, interpreting, and transforming those representations. Collectively, these
skills are referred to as representational competence [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. Chemistry is an ideal
domain in which to study representational competence because chemists rely heavily on
multiple representations [
        <xref ref-type="bibr" rid="ref10 ref11 ref9">9-11</xref>
        ].
      </p>
      <p>
        Spatial thinking is also important in chemistry. Many of the representations used
in the chemistry curriculum support thinking and reasoning about spatial relationships
within and between molecules [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Spatial thinking is important because the
reactivity of molecules is predicted, not just by the number and type of atoms that make up a
molecule, but by their spatial configuration. Spatial cognition is also central to
understanding different diagrammatic representations. The four representations in Fig. 1
represent the same molecule with the three diagrams depicting the molecule from
different perspectives. Rotating the groups of atoms around the central carbon-carbon
bond produce different “conformations” of the same molecule that are depicted in
different diagram formats. Such transformations do not change the identity of the
molecule. In contrast, breaking the bonds and rearranging the subgroups of atoms
(CH3, NH2, etc.) produces a different molecule that has different reactive properties.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Virtual Reality Display System</title>
      <p>
        In previous research we have demonstrated that concrete models are helpful tools for
students who are first learning to translate between different diagrams such as those in
Figure 1 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Here we raise the question of whether virtual models offer this same
support. Although virtual models offer advantages of flexibility, and availability (for
example they are provided with many textbooks), they may also have disadvantages.
For example, virtual models lack specific haptic and proprioceptive cues present in
concrete models, virtual models typically lack stereoscopic depth cues, and
interaction with these models is mediated by a computer interface, rather than being direct.
      </p>
      <p>As a first step toward investigating the relative value of virtual and concrete
models, we developed a virtual reality system that was designed to be as similar to a real
model as possible (in terms of the cues that a viewer might have when using a
concrete model). The provided cues include stereo-depth cues, co-location of the
handheld object (i.e., interface) with the viewed image, and a direct manipulation interface
that enables the user to perform the most task relevant interactions with the virtual
model that they would perform with the concrete model.</p>
      <p>This paper describes the first step in developing and testing a system for studying
a full virtual model. With this system, we plan to conduct controlled experiments to
test if virtual models can be as effective as concrete models in promoting
diagrammatic reasoning. Once we establish a base-line for the relative value of the two model
types, we will be able to pursue several lines of research. To understand the
importance of various perceptual cues, we plan to systematically alter or remove specific
cues (such as stereoscopic viewing and co-location of the interface and model). To
understand characteristics of efficient model use that promote academic achievement,
we can track the actual manipulations of objects of varying visual or physical
complexities and affordances. To understand if models of various types support or inhibit
knowledge transfer, we can alter training conditions and evaluate later performance
without models. To understand the role of the physical interface in model use and
performance, we can systematically alter the affordances of the hand-held interface.
Collectively, the knowledge gained will help us establish principles for effective
model design that supports students as they develop representational competence.
3.1</p>
      <sec id="sec-3-1">
        <title>System Design</title>
        <p>
          The virtual reality system (see Fig. 2) was modeled after an integrated graphic and
haptic system developed by Ernst and Banks [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], which was configured to portray
the illusion that a displayed virtual model was directly manipulated with the
participants’ co-located hands (see Fig. 3), via a hand-held interface (see Fig. 4). The
handheld interface was designed to allow both global rotation of the whole virtual object
and local, or internal, rotation of key parts within the object, as both of these types of
rotation are necessary for the task of relating models to diagrams. Local rotation
allowed participants to make modifications to the virtual model in the course of
matching or completing a given diagram. In addition, stereo glasses were used to provide
stereoscopic depth cues.
        </p>
        <p>Virtual reality display. This system consisted of a 120Hz Samsung SyncMaster
2233 LCD computer display, and an Nvidia Quadro FX580 graphics board. A 32bit
Windows7 machine with an Intel i5 650 3.2GHz processor and 4Gb of RAM ran
Vizard 3.0 virtual reality software by Worldviz© (Santa Barbara, CA) to display the
virtual models and to collect participant response data. The participant’s computer
display was mounted horizontally on a metal frame facing downwards above the desk
surface.</p>
        <p>Participants viewed the displayed image from a mirror attached to the metal frame
and positioned 45° from the monitor’s screen surface. This configuration allowed
participants to manipulate the hand-held interface in an area that was about 20cm
beyond the surface of the mirror and about 45 cm from the viewer’s eyes. As a result,
the interface was co-located with the image of the virtual model.</p>
        <p>Hand-held interface. The interface was composed of an acrylic cylinder (length 11.8
cm; diameter: 5.1 cm) consisting of two halves of equal length. These two halves
rotated independently about the interface’s long axis. One half contained a three
degree-of-freedom (3DOF) orientation tracker and an optical shaft encoder. The
orientation tracker was an InertiaCube2 developed by InterSense, Inc. (Bedford, MA), which
controlled and recorded changes in the global orientation of the virtual object.</p>
        <p>The optical shaft encoder was an AD4 encoder developed by US Digital
(Vancouver, WA), which tracked local rotational movement of the second half of the
interface. The second half of the interface was attached to the first by the rotational shaft
of the encoder and it was balanced to match the weight of the first half. The overall
length and width of the interface matched the general length and width of the
displayed virtual models, although differing in shape.</p>
        <p>The height of the stand for the hand-held interface was adjusted for each
participant then the monitor was positioned to display the virtual model in the same location
as the physical interface. Global (from the orientation tracker) and local (from the
rotations tracker) movement and timing of the interface were used to control
movements and timing of the virtual model. Tracking data was collected by the Vizard 3.0
software, which allowed for later playback and detailed analysis of participants’
performance.
3D glasses. Active liquid crystal (LC) shutter glasses (Nvidia 3D Vision Wireless
Glasses) were used in conjunction with the 120Hz monitor to provide stereoscopic
viewing of the virtual models. The glasses work by alternatively darkening or making
transparent one or the other lens in synchrony with the refresh rate of the computer
display. The computer display alternates between two images of the same object that
are displaced by a horizontal distance. When synchronized with the shutter glasses,
this creates the illusion of depth when viewing a graphic on the flat surface of the
computer display. The high refresh-rate of the 120Hz monitor helped to reduce flicker
that would have resulted from a standard monitor. Software drivers for the shutter
glasses were included with the Vizard 3.0 software.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Design Challenges</title>
        <p>Image Reversal. When using a mirror to view actual graphics from a computer
display, the viewed apparent image is flipped across the object’s vertical axis. This was
addressed by mirror-reversing the actual graphic so that the apparent image was in the
correct orientation. This adjustment meant that a clockwise rotation of the interface
corresponded to an apparent clockwise rotation of the viewed images, although it
would appear to be counterclockwise if viewed without the mirror. In addition,
because we were recording the global and local rotations of the object by the user, it was
necessary to adjust the program code to record mirror-reversed orientation and
rotation data. This allowed the participant to interact with the virtual models
naturalistically as if the mirror was a standard monitor.</p>
        <p>Polarization. Using active LC shuttle glasses to view a graphic reflected from a
mirror altered polarization of the reflected light. This resulted in the apparent image
being invisible in normal head orientation due to the incompatibility between the
polarity of the LC shutter glasses and the polarity of the mirror-reflected image from the
LCD display. By rotating the LCD display 90°, the polarities were synchronized and
the apparent image could be easily viewed. In addition, it was necessary to rotate the
graphic by 90° (display it in portrait mode) so that it was properly oriented for the
viewer.</p>
        <p>
          Vergence-accommodation. Viewing fatigue often results when there is a large
disparity between a viewer’s vergence (intersection of line of sight) and accommodation
(focal point). With our equipment, the focal point, the distance to the surface of the
mirror, was different from the vergence point, the distance to the virtual image (see
Fig. 3). In order to mitigate 3D fatigue caused by this conflict [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], the difference
between vergence distance and focal distance was minimized (see Fig. 5). This
allowed the participants’ eyes to converge and accommodate with minimizes eye strain
but still providing depth information and also to have enough space to comfortably
manipulate the hand-held interface in the space behind the mirror.
We conducted an empirical study with 41 college students (23 women) (age: M=18.9,
SD = 1.46) to compare the usability of concrete and virtual models as aids for
students when performing diagram relation tasks in organic chemistry. None of the
participants had taken organic chemistry. All participants had normal, or corrected to
normal vision.
        </p>
        <p>A within-subject design was used to control for individual differences among the
participants and to test for transfer of learning from one model type to the other.
Before beginning the trials, students watched a 10-minute instructional video explaining
the conventions of the models, how to find and understand important features of the
models, how to draw each type of diagram, the correspondence between the colors on
the models and the parts of the diagrams, and how to align the model to each of the
three diagrams. Each participant completed two tasks, a diagram matching task and
diagram completion task using both the concrete and virtual models. In the first task,
students had to perform global and local rotations of the model to make it match one
of the three diagram types shown in Figure 1. In the other, they were given a partially
completed diagram template and had to fill in the missing atomic subgroups. Half of
the participants performed the tasks first with the virtual model then switched to the
concrete model and half performed the tasks first with the concrete models then
switched to the virtual models. All participants completed problems with both model
types in counter-balanced order,. For each model type, participants completed 3
practice and 12 orientation matching trials followed by 3 practice and 12 diagram
completion trials. Eight organic molecules having 3-, 4-, or 5-carbon backbone were
represented by the models and diagrams. Dependent measures included accuracy and
response time on the matching and completion tasks.</p>
        <p>Separate ANOVAs were conducted to analyze the data (Fig. 6). We observed no
significant difference in accuracy between the two model types on either the
matching, F(1, 40) = .138, p = .71, or the completion task, F(1, 40) = .739, p = .40.
However, participants were significantly faster at performing the diagram matching task,
F(1, 40) = 5.12, p = .03, when using the virtual models. Participants did not differ on
speed on the diagram completion task, F(1, 40) = 2.01, p = .16.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>We speculate that the superior efficiency in matching the diagrams with the virtual
model is because it constrains interactivity to the most task-relevant manipulations of
the model. For each task, identifying the backbone of the molecule is an important
step because this feature serves as a visual reference when orienting the model before
determining the order of the molecular subunits. Rotations of groups of atoms around
this backbone are also necessary to produce the different conformations of the model
that are represented by the different diagrams, In the virtual model, the long axis of
the interface was congruent with the backbone of the model making this bond more
salient once the interface was moved. Furthermore, a local rotation of the two halves
of the interface rotated the bond forming the carbon backbone in the virtual model,
and rotations around the other bonds (which are not relevant to the task) were not
possible. In contrast, the bond representing the backbone was not particularly salient
in the physical models, and rotations around all of the bonds were possible. The
constraints of the interface therefore facilitated efficient visual interrogation and
taskrelevant manipulation of the virtual model, which lead to faster use times.</p>
      <p>Although these results are preliminary, they are just the first step in a program of
research to investigate the utility of virtual and concrete models as learning aids for
diagrammatic reasoning in chemistry. Overall, they suggest a benefit for using virtual
models when teaching students about the relation between 3D and 2D representations
in chemistry. In addition, the equipment provides a flexible and scalable system to
systematically study the perceptual cues and cognitive conditions important for the
design of effective virtual learning aids.</p>
      <p>Acknowledgments. We would like to acknowledge the research assistance of Niklas
E. Erricson, Ted Hsu, David Sanosa, Misty L. Schubert, Emily R. Steiner, and Teresa
van Osdol, as well as the technical support of Jerry Tietz. This research was supported
by the National Academy of Education/Spencer Postdoctoral Fellowship Program and
grants 0722333 and 1008650 from the U.S. National Science Foundation.
6</p>
    </sec>
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