Educational use of the metaverse: anatomy lessons in the digital twin of the Human Anatomy Insitute

The University of Turin and the Polytechnic of Turin developing a metaverse where students explore 3D reconstructions of brains and participate in immersive virtual reality lessons.
The digital reproduction of the rooms in the Palace of the Anatomical Insitutes at the University of Turin (UNITO) makes it possible to visit these historical premises from all over the globe, and facilitates teaching in a completely new way.
The metaverse, a concept that combines virtual and augmented reality to create interactive digital worlds, is revolutionizing many sectors, including cognitive rehabilitation. In this context, the metaverse represents an innovative platform that allows users to interact immersivily and collaboratively within digital environments, providing new opportunities for learning and therapy.
The Department of Neuroscience of the University of Turin in collaboration with the digital media artists from the 'RKH' studio in Turin and the 3D Lab of the Department of Management and Production Engineering at the Polytechnic University of Turin, has developed a Metaverse that allows multi-user remote interaction, up to 50 users simultaneously.
As of today, Professor Calì, within Research Module 7 of the flagship project TINCARE, has tested the use of the platform in the Computer Vision II course of the Biotechnology for Neuroscience program. The platform utilizes three-dimensional reconstructions of nanoscale portions of the brain obtained from volume electron microscopy. This allows students to enlarge and literally immerse themselves inside small portion of the brain, exploring its processes and smallest synapses.
Furthermore, in the same manner, a group of students from IC Spaziani, Istituto Drovetti, from the first to the third grade, had the opportunity to experiment this new teaching method together. After vsiting the specialized room and observing real anatomical spcimens with their teachers, they participated in a VR lesson using some of the same specimens that had been digitized into 3D.
The goal of this work is to study the potential of an immersive environment: thorugh the typical interaction between teacher and students in a biology or anatomy class, this approach serves ad a proof-of-concept for the development usable in medical rehabilitation contexts.