Abstract

Educational Virtual Modeling (EVM) is a novel VR-based application for sketching and modeling in an immersive environment designed to introduce freshman engineering students to modeling concepts and reinforce their understanding of the spatial connection between an object and its 2D projections. It was built on the Unity 3D game engine and Microsoft’s Mixed Reality Toolkit (MRTK). EVM was designed to support the creation of the typical parts used in exercises in basic engineering graphics courses with a special emphasis on a fast learning curve and a simple way to provide exercises and tutorials to students. To analyze the feasibility of using EVM for this purpose, a user study was conducted with 23 freshmen and sophomore engineering students that used both EVM and Trimble SketchUp to model six parts using an axonometric view as the input. Students had no previous experience in any of the two systems. Each participant went through a brief training session and was allowed to use each tool freely for 20 min. At the end of the modeling exercises with each system, the participants rated its usability by answering the System Usability Scale (SUS) questionnaire. Additionally, they filled out a questionnaire for assessment of the system functionality. The results demonstrated a very high SUS score for EVM (M = 92.93, SD = 6.15), whereas Trimble SketchUp obtained only a mean score of 76.30 (SD = 6.69). The completion time for the modeling tasks with EVM showed its suitability for regular class use, despite the fact that it usually takes longer to complete the exercises in the system than in Trimble SketchUp. There were no statistically significant differences regarding functionality assessment. At the end of the experimental session, participants were asked to express their opinion about the systems and provide suggestions for the improvement of EVM. All participants showed a preference for EVM as a potential tool to perform exercises in the engineering graphics course.

Highlights

  • The application of Virtual Reality (VR) technology to 3D modeling was one of the first uses that VR pioneers gave to the primitive hardware that was available in the 1990s. 3DM [1] was one of the first systems with the capability of creating 3D geometry

  • This study reports that the use of these VR applications produced noticeably more physical fatigue than traditional 2D sketching

  • Except for Models 3 and 6, the time required to create a model using Educational Virtual Modeling (EVM) was greater than the time required to perform the same task using SketchUp

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Summary

Introduction and Related Work

The application of Virtual Reality (VR) technology to 3D modeling was one of the first uses that VR pioneers gave to the primitive hardware that was available in the 1990s. 3DM [1] was one of the first systems with the capability of creating 3D geometry. Some of the main learning outcomes of a typical freshmen engineering graphics course are [27,28] 2D and 3D visualization, mapping between 2D and 3D, planar graphical elements, sectional views, methodologies for object representation, projection theory, parallel projection methodologies, drawing conventions, dimensioning, and solid modeling Many of these topics do not appeal to engineering students [29]. Building a VR modeling application on a game engine platform was considered the best alternative This approach would allow exploring the best way to provide exercises and tutorials to students inside the virtual space and the creation of the classic parts used as exercises in basic engineering graphics courses. The paper ends with the discussion of the results and the conclusions, limitations of the study, and future work planned

System Description
Orientation of Normal Vectors to the Mesh
Commands
Experimental Procedure
Results
Discussion
Full Text
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