Platform for Learning and Virtual Reality in Animal Husbandry
VESKA GANCHEVA, LIDIA GALABOVA
Technical University of Sofia
BULGARIA
Abstract: - Nowadays, digital technologies are extensively used in the field of education. Virtual and augmented
reality and 3D technologies are entering the field of education at all educational levels. They are a prerequisite
for the application of new approaches in the presentation of the educational content and its easier perception and
assimilation by the learners. The paper presents an integrated platform for open science and educational resource
sharing, as well as an environment for distance learning and data analysis in animal husbandry derived from the
learning resources of a given course in the system. The research is aimed at developing a computer-aided
framework in the field of digitized education and creating new educational resources for distance learning in
animal husbandry.
Key-Words: - 3D modeling, Animal Husbandry, Educational Resources, Learning System, Virtual Reality
Received: May 29, 2022. Revised: March 13, 2023. Accepted: April 11, 2023. Published: May 9, 2023.
1 Introduction
Modern education has rich and varied tools for
developing learning content. Thanks to developments
in digital and information technologies, virtual tools
for the visualization of learning content are becoming
increasingly important.
Modern society is building a digital world that is
based on innovative information and communication
technologies, a connected network of smart devices,
and strives to become an intelligent society. This
direction of its development imposes new
requirements on the education and training of
adolescents so that they can be fully integrated into
it. A transition is needed from the traditional
approach of memorizing content and ready-made
algorithms for solving problems to developing
abilities and skills for analyzing and evaluating
information, creative and critical thinking, and
applying the acquired knowledge in solving practical
tasks.
It is of primary importance to organize and
conduct modern and appropriate training aimed at
specialists employed in animal husbandry.
Modern young people aspire to more open and
accessible education and science. Open education
combines, on the one hand, the established tradition
of the exchange of good ideas between educators and
sharing and interaction. Educators, learners, and
other stakeholders from around the world are joining
their efforts to create more accessible and effective
education.
There are deficits in the creation of learning
resources in the field of animal husbandry that are
both freely and easily accessible and visualize
learning material in a modern and comprehensible
way. It is unthinkable to impose and develop
intelligent animal husbandry without guaranteeing an
open and modern education.
The work presented in this paper aims to conduct
research and analyze systems, methodologies, and
tools for the digitalization of education and the
development of new educational resources in the area
of animal husbandry. Examples include tools and
opportunities to develop new educational resources
based on augmented reality and virtual reality, as
well as the use of three-dimensional (3D) models to
visualize learning content.
The paper is structured as follows. Educational
resources based on advanced technologies and the
digitalization of education are discussed in Section 2.
Section 3 presents a learning platform for animal
husbandry. The proposed workflow for interactive
3D visualization in virtual reality is explained in
Section 4. Some discussion of the results of this study
is concluded in Section 5.
2 Related Works
2.1 Educational Resources Based on
Advanced Technologies
Immersive learning is a novel concept that uses
cutting-edge tools and technologies to build learning
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environments where students can experience new
worlds and learn through various senses and
perceptions, [1].
The objective is to expose the learner to novel
circumstances or settings that provide a range of
emotions and experiences as well as possibilities for
more engaging and inspiring learning. Through the
use of mobile devices, helmet-style gadgets, smart
glasses, and virtual reality and augmented reality
products, immersive learning can be accomplished.
Virtual and augmented reality technologies create
a learning space that offers new manners to acquire
knowledge and skills through the active participation
of learners in ongoing processes, [2]. In the digital
(virtual reality) and hybrid (augmented reality)
environments, dynamically changing information is
supplemented to each learning object. Depending on
specific actions with the objects, learners receive
additional information resources, i.e. content is
context-sensitive. Each new interaction with objects
from the real and virtual world elicits a different
response that is a source of new knowledge, [3]. In
addition, augmented reality helps learners conduct
research in the physical world. They are trained in an
authentic environment and provided with an
authentic real-world experience, [4], [5].
Learners absorb learning content more easily and
quickly and understand abstract and complex theories
and concepts because they can apply their research
approach through virtual and augmented reality
technologies. They are given the opportunity to
interact, experiment and deeply explore the objects,
phenomena, and processes from different
perspectives, which is not always possible or safe in
the real research process, [6]. Technologies ensure
the active participation of learners in learning
activities and working with learning content. Their
inherent interactivity enhances their interest and
commitment to learning new knowledge.
Virtual and augmented reality support practical
skills procurement through simulations and learning
in a mixed environment. Through the relevant
applications, learners can evolve their knowledge by
creating, processing, and visualizing virtual objects
and 3D models of real objects. Through them, various
situations and practical tasks can be recreated, the
solution of which leads to the accumulation of
experience and practical knowledge.
Because students are required to be active
participants in digital learning, educators are looking
for ways to make traditional knowledge transfer tools
more interactive and engaging, [7]. Through modern
technologies, reading can become an active activity,
allowing learners to interact with the content,
consider it in different aspects, and challenge and
create situations that will be a source of new
knowledge, [8].
Using information technologies during the
development of textbooks turns them into interactive
e-books. A new direction in the development of
interactive textbooks is the use of augmented reality
technology, through which reading turns from a
passive and one-way process into an interactive and
engaging experience. Technology enriches printed
materials with visual multimedia information, 3D
objects and animations, interactive and game
elements, test questions, and more, that facilitate
learning content to perceive and more interesting for
learners. Augmented reality textbooks allow
interaction with the virtual content, exploration, and
experimentation, which ensures active learning and a
better understanding of the learning content,
especially for complex and abstract concepts.
3D technologies are entering the field of
education at all educational levels. They are a
prerequisite for the application of new approaches in
the presentation of the educational content and its
easier perception and assimilation by the learners.
The usage of printed 3D models supports faster
knowledge and skills acquisition. Physical
interaction is a key factor in the acquisition of
specific skills in various domains, [9]. Using 3D
printing in education allows virtual objects and
models from computer programs to be transformed
into real, physical-world objects and available for
physical manipulation by students. There are
opportunities for studying the objects in detail,
viewing them from different perspectives, and
conducting experiments. Theoretical and abstract
concepts are transformed into the physical world, and
can be seen, touched, and acted upon and these are
new ways of active learning and learning, higher
engagement, and motivation, [10].
The use of a computer-generated virtual simulator
is highly applicable in the field of natural and
biological sciences. It can be used to explain
significant processes in animal husbandry. The
technology to create this computer-generated reality
is increasingly available.
A cloud platform for animal husbandry is
presented in [11]. The platform utilizes the two-wing,
multi-level cloud-side architecture, which is divided
into three sections: a platform for data centers, a
platform for resource sharing, and a platform for
cloud services.
A web-based platform called ANIPHI for learner-
centered teaching of farm animal welfare is
presented, [12]. With embedded films showing
various animal husbandry techniques utilized in
various livestock types and nations, ANIPHI can be
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used by educators in a classroom setting, online, or a
mix of the two.
Based on the concepts of experiential learning, an
educational tool for computer-assisted learning
(CAL) has been created, [13]. Its goal is to enhance
veterinary students' capacity to evaluate critically the
consequences of animal husbandry practices
discovered during their work on sheep farms. The
CAL includes lectures, concept maps, multiple-
choice questions, movies of animals in various
husbandry situations, and open-ended questions.
2.1.1 Digitalization and Analysis of Education
The analysis and prediction of learning, as well as the
development of new types of educational materials,
is a research area that poses a new challenge to
analyze a large number of educational resources as
well as learner-generated data as efficiently and
meaningfully as possible. Nowadays, many
researchers are focused on learning analytics and
proposed different approaches to the learning
process. Centralized learning systems represent the
most widely used data source for digitalization of
education and learning analysis, as well as most
commonly used techniques are prediction and
classification, [14]. Learning analytics is used in
recommender systems. Recommendations are
generated for implementing learning impact analysis
on learning, such as focusing on learning impact by
extending existing practice.
Every educational organization has a Learning
Management System (LMS) that supports the core-
training process. The LMS generates data based on
various activities and educational resources, such as
student activity logs, course activity logs, course
content, or student assessment results. This data
needs to be analyzed and the results are taken into
account to improve student learning outcomes. This
type of system allows transferring knowledge of any
type - static, dynamic, interactive, logical, etc. There
is an effective system for managing users, evaluating
activities and knowledge, and in general, a
comprehensive organization of the learning process.
In this way, an opportunity to train future specialists
in the field of animal husbandry is provided.
Most data mining techniques are well suited for
learning analysis and prediction. Some basic data
mining techniques such as clustering, statistics,
association rules, and regression are most used for
learning analysis and prediction. Other techniques,
such as text mining, pattern mining, causal inference,
and scoring are not often used because obtaining
attributes is complex, [15].
Moodle is a widely used LMS and learning
analytics is integrated as it uses a machine learning
backend. Specific Moodle data mining tools are
developed that apply clustering techniques to classify
the students. The classifier shows basic student
characteristics in each group and allows the
classification of new students.
For some time now, course administration tools
like WetCT, Blackboard, Sakai, or Moodle have
aided instructors in the process of organizing their
courses. An integrated platform for resource
management, communication, and assessment is
provided by such systems, [16].
Recently, open-source tools for creating online
courses have been released. Massive Open Online
Courses (MOOCs) and Large Open Online Courses
(LOOCs) are being made possible by these platforms.
Maintaining student motivation, accurately grading
pupils, and developing and overseeing a positive
collaborative environment are some of the
difficulties, [15].
Educational content corresponding to the
curriculum (lectures, seminar and laboratory
exercises, practical training), including tasks for
independent work for ongoing control of students'
work, is published in the digital environment. The
learning content is presented as learning resources -
files in different media formats (text, audio, video
files, presentations, etc.). The developed digital
educational resources for learning subjects from
curricula with digital educational content are
implemented and accessible on a software platform
by using its interactive capabilities in different media
formats:
Electronic textbook - structurally divided into
lessons and sections, accompanied by interactive
materials, examples, facts, etc.
Interactive materials animated images, three-
dimensional models to allow better exploration
of objects, models, animations and interactive
simulations, graphs, tables, images, text files,
presentations in appropriate electronic format,
audio or video lectures, e-mail, and video
conferencing.
Virtual elements hypertexts, hyperlinks, links
to files and sources on the Internet.
Electronic tests, including an exam procedure for
intermediate and final control, questions and
tasks that cover the learning material with
instructions for its completion, amount and type
of questions included, time to solve them, need
to use aids, the evaluation algorithm, and other
instructions.
3 Platforms for Learning in Animal
Husbandry
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A solution is proposed for an integrated platform for
open science and open access to research results and
an environment for distance learning and data
analysis in animal husbandry derived from the
learning resources of a given course in the system.
The platform integrates methods and tools for
integration, preprocessing, storage, analysis, and
visualization of animal husbandry data. The main
layers and elements of the platform architecture are
shown in Fig. 1.
Fig. 1. Open science and resources sharing platform
architecture
The architecture of the platform follows the
concept of discovering knowledge from datasets and
covers the following: (1) data selection, integration,
and preparation, (2) processing and analysis of the
selected data sets, and (3) visualization and
interpretation of the results (Fig. 2).
Fig. 2. Workflow for knowledge discovery from
educational data
The platform architecture consists of four layers
as follows: a data layer containing structured, semi-
structured, and unstructured data, a layer for data
searching and integration from different sources and
in different formats, data preprocessing selection,
cleaning, and filtering, data analytics, and results
visualization layer.
The data integration layer implements modules
for extracting and storing data collected from various
sources such as learning management systems and
educational resources. Datasets are stored in a
developed open repository for providing educational
resources. Analytics Engine performs data
processing and analysis for predictive modeling
based on the data in the repository and predefined
rules.
The proposed platform is directed toward
intelligent data management, analysis, and
visualization. The research work is aimed at
developing a computer-aided system in the field of
digitized education and creating new educational
resources for distance learning in animal husbandry.
4 Workflow for Interactive 3D
Visualization in Virtual Reality
The workflow for interactive 3D visualization in
virtual reality includes the processing of
multidimensional images of animal anatomical
organs, obtained from for example computed
tomography or nuclear magnetic resonance, to create
3D reconstruction (Fig. 3). The resulting 3D
reconstruction can be exported as a 3D model and
imported to interactive visualization software.
If necessary, before importing the images into the
reconstruction software, they can be pre-processed to
improve the characteristics of the images and
potentially improve the quality of the reconstructed
3D model. Images are loaded into data representation
Data selection,
integration and
preparation
Data processing
and analysis
Visualization
and results
interpretation
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software and reconstructed as a three-dimensional
model from multidimensional images. The proposed
workflow is verified through Slicer3D software, [17],
[18], used in the development of the workflow.
Fig. 3 Workflow for 3D models reconstruction from
images in virtual reality
Slicer3D is open-source software, developed
primarily for scientific purposes that allows the
import of various medical data and the construction
of 3D reconstructions from them. Slicer3D is
software for solving advanced computational
imaging challenges.
Fig. 4 and Fig. 5 show multidimensional image
data loaded into the 3D Slicer. Fig. 4 shows a three-
dimensional visualization of a mouse skull created
from the loaded data, while Fig. 5 is a rendered 3D
rendering of a gorilla skull.
3D Slicer also has a rich ecosystem of plugins,
including a virtual reality visualization and
exploration plugin, [19], that provides standard
functionalities such as changing viewpoints,
snapping objects, and using intersecting planes to
explore the interior of models.
In case additional capabilities are required for the
research being performed, it is necessary to export
the models from the reconstruction software and
import them into a virtual reality software supporting
the required capabilities.
5 Conclusion
The work presented in this paper is aimed at research
and analysis of systems, methods, and tools for the
digitalization of education and the creation of new
educational resources in the field of animal
husbandry such as tools and opportunities to create
new educational resources in the field of animal
husbandry based on augmented and virtual reality,
and using three-dimensional (3D) models to visualize
learning content.
The proposed platform provides a variety of ways
to access and share educational resources through
digital technologies and a repository to provide
access to free online courses and learning content.
Fig. 4. 3D rendering of a mouse skull
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To build a three-dimensional reconstruction, a
procedure that incorporates intermediate image
processing, such as computed tomography or nuclear
magnetic resonance, has been designed. Through the
usage of the virtual reality plugin, an interactive
visualization has been created using the 3D Slicer
platform.
The resulting three-dimensional reconstruction
can then be exported as a three-dimensional model
and imported into interactive visualization software.
The educational resources developed are suitable
for use in expanding existing or creating new digital
repositories for open science and education in the
area of animal husbandry.
Acknowledgment:
The research leading to these results has received
funding from the Ministry of Education and Science
under the National Science program Intelligent
Animal Husbandry, grant agreement n Д01-
62/18.03.2021.
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Contribution of Individual Authors to the
Creation of a Scientific Article (Ghostwriting
Policy)
Veska Gancheva proposed the methodology.
Lidia Galabova investigated the educational
resources.
Sources of Funding for Research Presented in a
Scientific Article or Scientific Article Itself
Conflict of Interest
The authors have no conflicts of interest to declare.
Creative Commons Attribution License 4.0
(Attribution 4.0 International, CC BY 4.0)
This article is published under the terms of the
Creative Commons Attribution License 4.0
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62/18.03.2021.