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  4. Improving Understanding of Connecting 2D and 3D by using Virtual Reality and Digital Prototyping

Improving Understanding of Connecting 2D and 3D by using Virtual Reality and Digital Prototyping

File(s)
Galada_cornell_0058_11601.pdf (7.69 MB)
Permanent Link(s)
https://doi.org/10.7298/tc2q-ae74
https://hdl.handle.net/1813/113014
Collections
Cornell Theses and Dissertations
Author
Galada, Aditi
Abstract

The increasing adoption of digital prototyping software makes it necessary to train novice designers to use the program efficiently. The current study analyzed the impact of different training media on learning experience and outcomes of apparel fit training. Virtual Reality (VR) reduces the gap between the real world and the training environment by providing the learners an opportunity to "learn by doing". 60 participants were recruited and randomly assigned to one of three conditions: 2D video, Desktop-VR (D-VR), or Immersive-VR (I-VR). Training materials were designed to replicate the iterative fit correction. Results of the study indicated that participants scored significantly higher on the post- test in each training condition but there was no significant difference between conditions. Prior patternmaking experience and apparel spatial visualization skills were found to improve learning gains whereas prior video game experience did not provide any benefit. Participants in the I-VR condition saw a significantly higher transfer of skills compared to the other two conditions. Highest motivation and cognitive benefit were observed in the I-VR condition. Perceived learning effectiveness rating and feedback collected through interviews indicated that participants had a more positive reaction towards VR training as compared to learning from videos. For participants with pattern making experience, higher cognitive benefit and higher motivation improved transfer of skills. According to the findings, training through I-VR was beneficial for apparel fit analysis training. The resemblance to the real world, higher interactivity, higher engagement, and aid in visualization provided by the I-VR condition was appreciated.

Description
199 pages
Date Issued
2022-12
Keywords
Digital Prototyping
•
Game-based Learning
•
Garment Fitting
•
Problem-based Learning
•
Simulations
•
Virtual Reality
Committee Chair
Baytar, Fatma
Committee Member
Won, Andrea
Degree Discipline
Fiber Science and Apparel Design
Degree Name
M.A., Fiber Science and Apparel Design
Degree Level
Master of Arts
Rights
Attribution 4.0 International
Rights URI
https://creativecommons.org/licenses/by/4.0/
Type
dissertation or thesis
Link(s) to Catalog Record
https://newcatalog.library.cornell.edu/catalog/15644102

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