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Design of a learning tool in
Immersive VR for understanding
projection and section of solids
Guide: (Dr.) Prof. Pradeep Yammiyawar
By: Vikas Luthra-10020544
Maulishree Pandey-10020524
Design Project 3
Quick Recap
Rec
ap
Design Project III
Quick Recap
Project Objectives • Identify and Determine the concepts which requires student difficult to visualize
in 3D in Architectural and allied fields.
• Design a learning tool using immersive virtual reality to aid them in understanding
and measure it
• Evaluate the learning tool with the students through user testing and experiment
design.
Design Project III
Quick Recap
What all is Done:
Keywords:
Architecture, Constructivist Learning,
3D Visualization, Virtual Reality
Affinity Map
Literature Study 1
User Study
Design Project III
Quick Recap
What all is Done: Literature Study 1
User Study
User Research:
Contextual Inquiry and Interviews with
First and Third year Architecture
Students, Interviews with first year
Engineering Drawing Students.
Interviews with instructors of
Architectural Graphics and Engineering
Drawing
Design Project III
Quick Recap
What all is Done: Literature Study 1
User StudyResearch Analysisand Ideation
.
Engaging students
through gamification
Student should be made
an observer
Give the freedom of
manipulation
Teaching
content
Lack of 3D
perception
Constructivist
Learning to be a
part
PROBLEMS & NEEDS SOLUTION TO HAVE... Design Brief
To design a learning tool that aids
in teaching complex engineering
drawing topics like projection of
solids, sections of solids,, in
immersive VR for first semester
architecture, engineering and
design students.
Research Analysisand Ideation
Design Project III
Quick Recap
What all is Done: Literature Study 1
User StudyPrototyping Initiation
Prototype Development for Simple Solid: Projection of Square Pyramid with rotation possible only around Y-axis.
Design Project 4
Prototyping
Design Project 4
Prototyping
Changes In Prototypes:
Adding Projection of Simple Solids: Hexagonal Pyramid, Cube Projection of Complex Solids :Heptagonal Prism
Design Project 4
Prototyping
Rotation :
Adding Rotation around X (fig3),Y (fig 1),Z axis (fig 3)and adding angular feedback.
Angle with:X-axis:30 DegreesY-axis-0 DegreesZ-axis-0 Degrees
Angle with:X-axis:30 DegreesY-axis-0 DegreesZ-axis-0 Degrees
Angular Feedback
Fig 1
Fig 2 Fig 3
Design Project 4
Prototyping
Showing View :
Another Feedback was added by showing all the views-Top,Front,Side View
Fig 3
Angle with:X-axis:0 DegreesY-axis-45 DegreesZ-axis-0 Degrees
Design Project 4
Literature Study 2
Design Project 4
Literature
Study
Aim:
Fig 3
identify tests and
methods used in
related projects to
measure the usability of
a VR learning tool in
enhancing 3D
visualization and
learning of engineering
drawing
Classification:
Research Goals.
What was measured,
How it was measured.
Classification of
Projects
Design Project 4
Literature
Study
Spatial Visualization
Standard Test:
Fig 3
a)Mental Cutting Test
Mental Cutting Test - Subjects have to mentally cut 3D geometrical figures which are
hollow. The figures are to be cut using a plane or another geometrical figure and
resulting cross section is to be determined..
Examples of Mental Cutting
Test
Proposed by
(CEEB,1939)
Design Project 4
Literature
Study
Spatial Visualization
Standard Test:
Fig 3
a)Mental Rotation Test
Mental Rotation Test - the subject is asked to compare among options of rotated 3D
objects to tell which option matches the object in the question.
Example of Mental Rotation Test
Proposed by
(Vandenberg
& Kuse, 1978)
Design Project 4
Literature
Study
Technology
Acceptance
Model:
Fig 3
Models how users come to accept and use a technology. When users are presented
with a new technology, a number of factors influence their decision about how and
when they will use it, notably:
•Perceived usefulness (PU) - This was defined by Fred Davis as "the degree to which
a person believes that using a particular system would enhance his or her job
performance".
•Perceived ease-of-use (PEOU) - Davis defined this as "the degree to which a person
believes that using a particular system would be free from effort"
Proposed by
(Davis, 1989)
Design Project 4
Literature
Study
Suggested Changes in
Technology
Acceptance
Model:
Fig 3
Perceived usefulness and perceived ease of use have been extensively
investigated in a number of studies, which proved that they are important factors
positively influencing computer acceptance .
Perceived enjoyment -Studies proved that has a significant positive influence on
attitude toward using, thus, it should be included in the TAM model
Design Project 4
Design of Empirical
Study
Design Project 4
Empirical Study
Research Aim:
Fig 3
1)To measure the effect of the VR learning tool on the performance of the
students for the topics of Projection and section of solids.
2)To find out the attitude of students towards using this tool for their learning
based on TAM.
Design Project 4
Empirical Study
Controlled
Experiment Design:
Fig 3
Hypothesis:
Immersive VR significantly improves the performance of students in learning
projection and section of solids.
Treatment Group: Student using Immersive VR for Learning.
Control Groups: Student taught only through conventional methods.
Independent Variable: Use of Immersive VR
Dependent Variables: Score on given Quiz, Time
Design Project 4
Empirical Study
Experiment
Procedure:
Fig 3
Pre Test Questionnaire: Collect biographical information from students prior to the
experiment. Apart from background details, this includes questions about their grades,
gaming habits and past experience with gestural + virtual interfaces A small spatial
visualization test would also be given to them.
Making the clusters of students having the similar academic performance in
their Engineering Drawing Exam.
Random Assignment: Assigning 20 students each randomly to both treatment
group and the control group.
Design Project 4
Empirical Study
Experiment
Procedure:
Fig 3
Instruction: The treatment group would be taught the topic using the VR tool,
the control group would be taught with the instructional content used in the
course i.e. animated videos and lectures.
Performance Evaluation :After the instruction, they would be asked to take a
quiz which would include multiple choice questions based on mental cutting test,
mental rotation test and 5 informal sketching questions. Time for doing the test
would also be evaluated
Measuring Acceptance: They treatment group would also be asked to fill up
the post-questionnaire to measure their attitude towards using Immersive VR as
a learning tool
Think Out aloud and qualitative question being asked to understand the actions
of students more deeply.
Design Project 4
Empirical Study
Fig 3
Sample Quiz
Questions:
Design Project 4
Empirical Study
Fig 3
Sample Quiz
Questions:
Design Project 4
Empirical Study
Fig 3
Sample Quiz
Questions:
Design Project 4
Empirical Study
Questionnaire
Based On TAM:
Fig 3
Perceived usefulness (PU)
• The use of such a system improves learning in the classroom.
• Using the system during lessons would facilitate understanding of certain concepts.
• I believe that the system is helpful when learning.
Perceived ease of use (PEU)
• I think the system is easy to use.
• Learning to use the system is not a problem.
• Operation with the system is clear and understandable.
Perceived enjoyment (PE)
• I think the system allows learning by playing.
• I enjoyed using the system.
• Learning with such a system is entertainment.
(5 point Likert scale items with results from strongly disagree to strongly agree)
Design Project 4
Empirical Study
Fig 3
Attitude toward using (ATU)
• The use of such a system makes learning more interesting.
• Learning through the system was boring (reversed item).
• I believe that using such a system in the classroom is a good idea.
Intention to use (ITU)
• I would like to use the system in the future if I had the opportunity.
• Using such a system would allow me to learn projection and section of solids
on my own.
• I would like to use the system to learn engineering drawing and other
subjects.
Other questions would be regarding content and motivation to learn
Questionnaire
Based On TAM:
Design Project 4
Next Steps
Design Project 4
Next Steps
Fig 3
• Conducting the Pilot study with students to Improve the Internal validity of the
instruments being used .
• Conducting the Experiment Study with Students.
• Statistical Analysis of data from experimental study
• Final Conclusion and Publication of the outcomes.
Thank You
By: Vikas Luthra-10020544
Maulishree Pandey-10020524
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Fig 3
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Fig 3
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