Application of VR & AR Tools for Technical Drawing Education
- Submitting institution
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The University of Huddersfield
- Unit of assessment
- 32 - Art and Design: History, Practice and Theory
- Output identifier
- 5
- Type
- T - Other
- DOI
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- Location
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- Brief description of type
- Multi-component: Artefacts, Book and Article including Contextual Information
- Open access status
- -
- Month
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- Year
- 2019
- URL
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- Supplementary information
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- Request cross-referral to
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- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
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- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- No
- Number of additional authors
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0
- Research group(s)
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- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- This multi-component output brings together multiple output types from an international collaboration, funded though Erasmus+. Coordinated by Bursa Uludağ University, Turkey, the project brought together international design, engineering and software expertise and ultimately resulted in the development of innovative open-access training focused AR and VR applications.
Technical Drawings (TD) must fully define the properties required to produce a designed item. These drawings ultimately represent a contractual instrument in the transformation of a design into a physical reality, protecting both the designer and manufacturer from legal liability. However, there are concerns from Higher Education institutions and industry about the decline in standards of Technical Drawings due to the lack of understanding of basic principles and conventions that underpin the best practices. This has industry-based implications including increased scrap rates resulting from employee errors due, in-part, to limited practical application during training.
This multi-disciplinary project combined pedagogy and state-of-the-art technology, to develop an innovative training approach in the field of Technical Drawing and related standards, in order to enhance teaching and learning performance. Ultimately, this project developed open-access cutting-edge Virtual Reality (VR) and Augmented Reality (AR) applications, and supportive training animations/visualisations. Utilisation of these novel tools within education settings internationally has demonstrated a 20% improvement in learning performance in comparison to control groups, with observations of enhanced learner engagement, competence and skills; especially when compared to traditional didactic methods.
Dr Ertu Unver (University of Huddersfield), led the ‘Material Development’ work package, which involved the design and development of the AR, VR, animation and visualisation training content. An innovative multi-disciplinary user-centred research approach was implemented for the design, development and testing of the AR and VR applications. Users were at the core of the development process, which followed a Design Centric Hybrid method for immersive education technology developments.
- Author contribution statement
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- Non-English
- No
- English abstract
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