Abstract
The present study is framed within the experiences of educational innovation related to the techniques of graphic representation. This article provides a new approach on the teaching-learning process that implements techniques of extended reality (XR), also known as mixed reality (MR), constituted by the set of solutions of extended reality (XR), Augmented Reality (AR), Virtual Reality (VR) and Mixed and Diminished Realities in teaching. A selection of exercises of Descriptive Geometry in 2D can be transformed into 3D formats, which can be visualised in the three-dimensional space through new and different devices through virtualisation. To this end, a specific methodology is followed, which adapts them to a new way of visualising them. This document explains the methodology carried out to attain this visualisation. The exercises are subjected to different checks to allow the students to delve into the contents of the subject in a completely immersive and friendly manner. The implementation of these improvements in the teaching-learning process shows that one of the most innovative ways of observation is through virtual-reality headphones and goggles (Oculus or equivalent), which implies a step forward in non-immersive 3D visualisation through digital screens in the field of graphic engineering.
Access provided by Autonomous University of Puebla. Download conference paper PDF
Similar content being viewed by others
Keywords
1 Introduction
The rapid and unexpected change in on-line teaching in the last two years has forced faculty members of graphic expression to adapt the procedures, incorporating new technologies. The large amount of technological innovations of current smart glasses, mobile devices, videogame engines and web applications is of great importance. In this context, there are different realities that comprise the broad spectrum between reality and virtuality (i.e., “virtuality continuum”) [1]. Terms such as AR, VR, MR, XR and DR, as well as other future realities, require an adequate definition to understand the future we can expect from their application in teaching [2].
These realities are integrating into current university education, specifically in the degrees of Agronomic Science and Rural Development Engineering and Forest Engineering of the University of Cordoba (Spain). One of the advantages of teaching the contents in the classroom is the feeling of surprise when the students integrate the exercises into their spatial vision and understand how a three-dimensional space is represented in two dimensions. These future professionals gradually develop their spatial vision as we advance in the complexity of the exercises.
However, courses such as this and the previous one, where the education system reevaluated the way of teaching and the classrooms became empty, this type of technologies have posed an essential element to bring the contents of the subject matter in Engineering Drawing in the abovementioned degrees to the homes of the students. In this context, it was necessary to create and apply a new way of sharing the exercises, in order to allow the students to delve into the subject with improvements regarding the experience of spatial visualisation. Remote learning is a work method that removes the limitations of the geographic location of the people involved [3].
MR has a marked multidisciplinary character that notably connects complementary scopes, such as the education sector and engineering [4]. There are currently numerous applications that coexist with some type of technology linked to MR. The aim of the present study is to show the importance of applying these technological innovations in university education, identifying the methodology used for the virtualisation of engineering drawing exercises.
1.1 The Different Realities
MR (or XR) is a combination of what we know as VR and AR. Nowadays, it is possible to create three-dimensional models of high geometric and visual quality through 3D reconstruction and photogrammetry, obtaining very good results, which makes it a fundamental tool for heritage documentation, analysis and dissemination [5]. The numerous applications require a rigorous multidisciplinary procedure (with architects, engineers, documentalists, pedagogists, historians...) that guarantees the quality of the results.
XR can be applied in very different fields [6]:
-
History and documentation of the space or object of the intervention.
-
Data collection for archiving with historical rigour.
-
Processing of photogrammetric models
-
Editing and advanced comparative analysis in photogrammetry.
-
Optimisation and correction of digital models for 2D/3D visualisation.
-
Presentation of the virtual model.
Zhou, Lou and Yang [7] describe AR as an overlapping of digital graphics in a visor that allows seeing the real world. AR overlaps alterations on an existing environment, keeping the user connected to the physical reality observed; on the other hand, in VR, the user plunges into an artificial virtual world that aims to replace the outer reality. That is, although VR and AR share hardware technologies, the trend seems to indicate a constant growth in AR.
The use of VR goggles, mobile phones or tablets for AR, which allows adapting the learning pace, provides numerous benefits in this regard. The user can move freely throughout the content to obtain a better understanding and assimilation of the concepts. Thus, the use of these resources increases the spatial vision capacity of the user.
2 Methodology
The digital means employed by techniques such as WebXR [8] provide the necessary tools for remote experimentation. This practice allows not only to continue with the teaching task but also to improve the experience of the user and motivate his/her learning.
2.1 Exercises in CAD 3D
From a complete archive of engineering drawing exercises of the Department of Graphic Engineering and Geomatics at the University of Cordoba (Spain), some exercises of both the dihedral and axonometric systems were selected for visualisation (Figs. 1, 2, 3, and 4).
2.2 Procedure Used in the Virtualisation
Sketchfab provides an online platform that is easy to use and allows converting these resources to their digital twins, which makes it a valuable tool for teaching. Students with poorer spatial vision are involved with greater interest in the exercises, as they visualise them from their own computers, tablets or mobile phones, through a web interface. The steps to follow for the virtualisation of the exercises are summarised as follows:
Step 01
Preparation of the exercise creating its 3D digital twin in a CAD programme. Three-dimensional geometry is employed in a modelling software, paying special attention to the concepts of scale and welding (unions) of the vertices.
Step 02
Selection of the thickness of the lines of the CAD figure to improve its spatial visualisation. To this end, there are two types: cylindrical and rectangular (Fig.5).
Step 03
Application of colour codes, to indicate greater or lower importance to each layer, with the aim of obtaining a visually more attractive space that improves the experience of the user (Fig. 6).
Step 04
Assignation of material to each layer of the model.
Step 05
Exportation in the format created by Wavefront Technologies in 1992 (object files: *.OBJ). To integrate the file in a web browser, it is necessary to export it in the OBJ format. This is an open-format file of geometric definition that has been adopted by most providers of 3D graphic applications.
Step 06
Online work in a professional WebXR visor, e.g., Sketchfab, in which the geometry is imported and a series of modifications are performed, such as: orientation of the geometry, lighting control, colour assignation, scale adjustments in VR, and some adjustments of movement sensations. The advanced lighting controls and the representation of materials itself allow recreating the virtual space with a good detail level. The annotation tool allows setting several predefined views, which enables the students to go over the exercise in a tutored and autonomous manner.
3 Results
The procedure allowed developing a uniform methodology to virtualise engineering drawing exercises in 3D, which can serve as a guide to other faculty members of similar subjects. This approach allows the specialised faculty to prepare a catalogue of practical exercises and share them in a website with their students. Figures 7 and 8 show how the platform employed in this study allows, through a university account, accessing advanced functions, such as space customisation and visualisation limit control.
With the abovementioned controls, it is possible to configure the exercises to enable the students to experiment through the use of VR goggles (Fig. 9).
During the experience, it was observed that not all students used a computer with high performance, and the Internet connection was not always at high speed. Therefore, it is very important to optimise the exercise, in order to ensure that the graphic engine (mobile, tablet, computer) has enough resources to load the data fluently and quickly [9].
3.1 Virtual Reality Application: Metrics
The approval of an innovation project within the Innovation Plan and Good Teaching Practices of the University of Cordoba allowed obtaining the needed material to carry out and verify the suitability of its application in the classroom. A seminar on Mixted Reality: ‘A tool in Covid-19 times’ was held to evaluate the impact on teaching using this kind of innovative technologies.
Figure 10 shows the results extracted from the survey conducted to 17 people of different educative contexts, who were given the opportunity to visualize the exercises with their devices remotely. They were asked about their ICT knowledge.
Figure 11 tends to evaluate the improvement on the spatial vision and have a better understanding of the exercises by using this technology of VR.
Finally, the level of acceptance of the visualization device (tablet, mobile, laptop or VR goggles) was analised and whether this new resource was considered motivating among other issues.
From our results, we can confirm that 90–100% of the surveyed people much improved their spatial vision in an excellent way. 80–90% people preferred the 3D system since they better understood the exercises spatially. 75–85% better understood their mistakes in the space. And, finally, around 90% better understood the exercises overview than with the 2D representation (Fig. 12).
4 Conclusions
With the aim of further adapting and improving the teaching-learning process, with the increasing implementation of new technologies in the field of education, it was possible to establish a method for the 3D virtualisation of exercises. Such virtualisation method allowed students to visualise the three-dimensional models of the exercises with any device from wherever they connected to the Internet, thus demonstrating its usefulness.
The procedure presented in this study shows the value of the physical archive of the engineering drawing exercises of the Department of Graphic Engineering and Geomatics at the University of Cordoba (Spain). The use of a digitalised resource allows guaranteeing its future application with the new technologies discussed in this article.
References
Milgram, P., Kishino, F.: A Taxonomy of Mixed Reality Visual Displays (1994)
Future Today Institute (2021)
Kadner, N.: The Virtual Production Field Guide, vol. II. Unreal Engine (2021)
Alvarez-Marin, A., Castillo-Vergara, M., Pizarro-Guerrero, J.: Augmented Reality as a Support to the Formation of Industrial Engineers (2017)
Yastikli, N.: Documentation of cultural heritage using digital photogrammetry and laser scanning. J. Cult. Herit. 8(4), 423–427 (2007)
Azuma, R.T.: A survey of augmented reality. Presence: Teleoper. Virt. Environ. 6(4), 355–385 (1997)
Zhou, Y., Lou, H., Yang, Y.: Automation in Construction (2017)
WebXR (2021). https://immersive-web.github.io/webxr/
Hughes, C.E., Stapleton, C.B., Hughes, D.E., Smith, E.M.: Mixed reality in education, entertainment, and training. IEEE Comp. Graph. Appl. 25(6), 24–30 (2005)
Acknowledgements
The authors would like to thank all the collaborators who participated in the experiences where this new procedure for exercise visualisation was implemented.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Triviño-Tarradas, P., Mohedo Gatón, A., Carranza Cañadas, P., Burgos-Ladrón de Guevara, E., Mesas-Carrascosa, F.J., Hidalgo Fernandez, R.E. (2022). Methodology for the Virtualisation of Engineering Drawing Exercises for Use Through Extended Reality. In: Cavas Martínez, F., Peris-Fajarnes, G., Morer Camo, P., Lengua Lengua, I., Defez García, B. (eds) Advances in Design Engineering II. INGEGRAF 2021. Lecture Notes in Mechanical Engineering. Springer, Cham. https://doi.org/10.1007/978-3-030-92426-3_49
Download citation
DOI: https://doi.org/10.1007/978-3-030-92426-3_49
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-92425-6
Online ISBN: 978-3-030-92426-3
eBook Packages: EngineeringEngineering (R0)