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