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Using virtual reality for industrial design learning: a methodological proposal

Published: 01 November 2016 Publication History

Abstract

Nowadays, the different computer tools available enable designers to create complex industrial prototypes. The use of these tools is constrained by the limitations imposed by common devices, such as screens and displays. Recently emerged virtual and augmented reality techniques have started being used as supports in many learning and industrial environments. Beyond the new possibilities that these tools offer for designing industrial objects, the underlying question is whether these new technologies could improve the creativity of designers to enable them to get a better understanding of the designing process itself. This paper presents a methodological proposal for the deployment of an industrial design engineering course aimed not only at learning different design techniques, but also at assessing the creativity skills of students. The practical contents include the use of virtual reality devices, to help the designer overcome the limitations of prototype visualisation and make better designing decisions. Moreover, a creativity test will be performed at the beginning and at the end of the course to assess the changes in creativity skills taking place within the experiment group versus the changes in a traditional learning control group.

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  • (2024)PM4Furniture: A Scriptable Parametric Modeling Interface for Conceptual Furniture Design Using PM4VRProceedings of the 19th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry10.1145/3703619.3706030(1-8)Online publication date: 1-Dec-2024
  • (2024)Feasibility and performance enhancement of collaborative control of unmanned ground vehicles via virtual realityPersonal and Ubiquitous Computing10.1007/s00779-024-01799-428:3-4(579-595)Online publication date: 1-Aug-2024
  • (2023)Feeling Present! From Physical to Virtual Cinematography Lighting Education with MetashadowProceedings of the 31st ACM International Conference on Multimedia10.1145/3581783.3612580(1127-1136)Online publication date: 26-Oct-2023
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Published In

cover image Behaviour & Information Technology
Behaviour & Information Technology  Volume 35, Issue 11
Virtual reality in learning, collaboration and behaviour: content, systems, strategies, context designs
November 2016
142 pages

Publisher

Taylor & Francis, Inc.

United States

Publication History

Published: 01 November 2016

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Cited By

View all
  • (2024)PM4Furniture: A Scriptable Parametric Modeling Interface for Conceptual Furniture Design Using PM4VRProceedings of the 19th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry10.1145/3703619.3706030(1-8)Online publication date: 1-Dec-2024
  • (2024)Feasibility and performance enhancement of collaborative control of unmanned ground vehicles via virtual realityPersonal and Ubiquitous Computing10.1007/s00779-024-01799-428:3-4(579-595)Online publication date: 1-Aug-2024
  • (2023)Feeling Present! From Physical to Virtual Cinematography Lighting Education with MetashadowProceedings of the 31st ACM International Conference on Multimedia10.1145/3581783.3612580(1127-1136)Online publication date: 26-Oct-2023
  • (2023)A virtual evaluation system for product designing using virtual realitySoft Computing - A Fusion of Foundations, Methodologies and Applications10.1007/s00500-023-09092-x27:19(14285-14303)Online publication date: 1-Oct-2023
  • (2022)Language Teaching, Language Learning, and Virtual Exchange in an Age of ComplexityInternational Journal of Computer-Assisted Language Learning and Teaching10.4018/IJCALLT.31645912:3(1-18)Online publication date: 10-Aug-2022
  • (2022)Extended reality applications in industry 4.0. – A systematic literature reviewTelematics and Informatics10.1016/j.tele.2022.10186373:COnline publication date: 1-Sep-2022

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