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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

VR learning tool

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Page 1: VR learning tool

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

Page 2: VR learning tool

Design Project 3

Quick Recap

Rec

ap

Page 3: VR learning tool

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.

Page 4: VR learning tool

Design Project III

Quick Recap

What all is Done:

Keywords:

Architecture, Constructivist Learning,

3D Visualization, Virtual Reality

Affinity Map

Literature Study 1

User Study

Page 5: VR learning tool

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

Page 6: VR learning tool

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.

Page 7: VR learning tool

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.

Page 8: VR learning tool

Design Project 4

Prototyping

Page 9: VR learning tool

Design Project 4

Prototyping

Changes In Prototypes:

Adding Projection of Simple Solids: Hexagonal Pyramid, Cube Projection of Complex Solids :Heptagonal Prism

Page 10: VR learning tool

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

Page 11: VR learning tool

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

Page 12: VR learning tool

Design Project 4

Literature Study 2

Page 13: VR learning tool

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

Page 14: VR learning tool

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)

Page 15: VR learning tool

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)

Page 16: VR learning tool

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)

Page 17: VR learning tool

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

Page 18: VR learning tool

Design Project 4

Design of Empirical

Study

Page 19: VR learning tool

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.

Page 20: VR learning tool

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

Page 21: VR learning tool

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.

Page 22: VR learning tool

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.

Page 23: VR learning tool

Design Project 4

Empirical Study

Fig 3

Sample Quiz

Questions:

Page 24: VR learning tool

Design Project 4

Empirical Study

Fig 3

Sample Quiz

Questions:

Page 25: VR learning tool

Design Project 4

Empirical Study

Fig 3

Sample Quiz

Questions:

Page 26: VR learning tool

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)

Page 27: VR learning tool

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:

Page 28: VR learning tool

Design Project 4

Next Steps

Page 29: VR learning tool

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.

Page 30: VR learning tool

Thank You

By: Vikas Luthra-10020544

Maulishree Pandey-10020524

Page 31: VR learning tool

References

Fig 3

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Page 32: VR learning tool

References

Fig 3

Mizell, David W., et al. "Comparing immersive virtual reality with other display modes for visualizing complex 3D

geometry." University College London, technical report (2002).

Tsutsumi, Emiko. "A Mental Cutting Test using drawings of intersections."Journal for Geometry and Graphics 8.1 (2004):

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