AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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You can expand the Abstract, Links and BibTex record for each paper.
2025
Kadri, M.; Boubakri, F. -E.; Azough, A.; Zidani, K. A.
Game-Based VR Anatomy Learning with Generative AI: Proof of Concept for GenAiVR-Lab Proceedings Article
In: pp. 100–105, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 9798331534899 (ISBN).
Abstract | Links | BibTeX | Tags: Anatomy educations, Artificial intelligence, Bone, Bone fragments, Collaborative learning, E-Learning, Educational Evaluation, Game-Based, Game-based learning, Generative AI, Human computer interaction, Human skeleton, Laboratories, Learning systems, Medical students, Proof of concept, Virtual Reality, Virtual Reality Anatomy
@inproceedings{kadri_game-based_2025,
title = {Game-Based VR Anatomy Learning with Generative AI: Proof of Concept for GenAiVR-Lab},
author = {M. Kadri and F. -E. Boubakri and A. Azough and K. A. Zidani},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105015604062&doi=10.1109%2FSCME62582.2025.11104860&partnerID=40&md5=c557ca7975a9683e8c271fbb3a21c4e4},
doi = {10.1109/SCME62582.2025.11104860},
isbn = {9798331534899 (ISBN)},
year = {2025},
date = {2025-01-01},
pages = {100–105},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Anatomy education often fails to engage learners or foster precise 3D spatial understanding of complex systems like the human skeleton. We present a Game-Based VR Anatomy Learning system with Generative AI, introduced as a Proof of Concept for our GenAiVR-Lab framework. This prototype validates the foundational pillars of our future development. In the Anatomy Lab scenario, 25 medical students explore a virtual skeleton and undertake a timed mission: assemble three bone fragments within two minutes. Incorrect picks are disabled with point deductions; learners may request a one-shot conversational hint from a ChatGPT-powered Virtual Anatomy Instructor; if time expires, a teammate continues with remaining time. We measured perception changes using pre- and post-test versions of four Perspective Questionnaires: Learning Perspective (LPQ), VR-AI Perspective (VRAIPQ), Generative AI Perspective (GAIPQ), and Game-Based Learning Perspective (GBLPQ). Results demonstrate significant improvements across all four perspectives, with mean scores increasing by approximately 1.3 points on the 5-point Likert scale and nearly all participants showing positive gains. Effect sizes ranged from 2.52 to 3.34, indicating large practical significance, with all measures reaching statistical significance. These findings demonstrate that collaborative game mechanics and generative AI guidance enhance engagement and spatial reasoning. We contrast this PoC with the full GenAiVR-Lab vision - integrating Retrieval-Augmented Generation for precise feedback, multimodal I/O, and adaptive pathways - and outline a roadmap for next-generation immersive anatomy education. © 2025 Elsevier B.V., All rights reserved.},
keywords = {Anatomy educations, Artificial intelligence, Bone, Bone fragments, Collaborative learning, E-Learning, Educational Evaluation, Game-Based, Game-based learning, Generative AI, Human computer interaction, Human skeleton, Laboratories, Learning systems, Medical students, Proof of concept, Virtual Reality, Virtual Reality Anatomy},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
Song, Y.; Wu, K.; Ding, J.
In: Computers and Education: X Reality, vol. 4, 2024, ISSN: 29496780 (ISSN), (Publisher: Elsevier B.V.).
Abstract | Links | BibTeX | Tags: Game-based learning, Generative AI, Immersion, Interaction, Virtual Reality (VR)
@article{song_developing_2024,
title = {Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies – “LearningverseVR”},
author = {Y. Song and K. Wu and J. Ding},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85205973323&doi=10.1016%2Fj.cexr.2024.100069&partnerID=40&md5=8a2913f8badade530208deb12885f1c3},
doi = {10.1016/j.cexr.2024.100069},
issn = {29496780 (ISSN)},
year = {2024},
date = {2024-01-01},
journal = {Computers and Education: X Reality},
volume = {4},
abstract = {The rapid evolution of generative artificial intelligence (AI) and virtual reality (VR) technologies are revolutionising various fields, including education and gaming industries. However, studies on how to enhance immersive game-based learning with AI and VR technologies remain scant. Given this, the article presents the creation of “LearningverseVR,” an immersive game-based learning platform developed using generative AI and VR technologies, which is based on “Learningverse,” a metaverse platform developed by the lead author and her research team. The “LearningverseVR” platform uses Unity as the client and Python, Flask and MySQL as the backend. Unity's multiplayer service provides multiplayer online functionality, supporting learners to engage in immersive and interactive learning activities. The design framework of the platform consists of two main components: Game-based learning with generative AI and immersion with VR technologies. First, generative AI is used to create NPCs with diverse personalities and life backgrounds, and enable learners to interact with NPCs without scripted dialogues, creating an interactive and immersive game-based learning environment. Secondly, such a learning experience is enhanced by leveraging the Large Language Model (LLM) ecosystem with VR technology. The creation of the “LearningverseVR” platform provides novel perspectives on digital game-based learning. © 2024 Elsevier B.V., All rights reserved.},
note = {Publisher: Elsevier B.V.},
keywords = {Game-based learning, Generative AI, Immersion, Interaction, Virtual Reality (VR)},
pubstate = {published},
tppubtype = {article}
}