![]() Minhua, M., Bechkoum, K.: Serious games for movement therapy after stroke. Marzano, A., Friel, I., Erkoyuncu, J.A., Court, S.: Design of a virtual reality framework for maintainability and assemblability test of complex systems. Lovreglio, R., Gonzalez, V., Feng, Z., Amor, R., Spearpoint, M., Thomas, J., Trotter, M., Sacks, R.: Prototyping virtual reality serious games for building earthquake preparedness: the Auckland City Hospital case study. Lipscomb, S.D., Zehnder, S.M.: Immersion in the virtual environment: the effect of a musical score on the video gaming experience. Lawson, G., Salanitri, D., Waterfield, B.: Future directions for the development of virtual reality within an automotive manufacturer. Klimmt, C., Possler, D., Nicolas, M., et al.: Effects of soundtrack music on the video game experience. Inoue, Y.: Concepts, applications, and research of virtual reality learning environments. Huang, H., Lee C.F.: Factors affecting usability of 3D model learning in a virtual reality environment. ![]() Guo, Z., Zhou, D., Chen, J., Geng, J., Lv, C., Zeng, S.: Using virtual reality to support the product’s maintainability design: immersive maintainability verification and evaluation system. Gomes, J., Figueiredo, M., Amante, L.: Musical journey: a virtual world gamification experience for music learning. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 65, 437–448 (2017)Ĭheng, A., Yang, L., Andersen, E.: Teaching language and culture with a virtual reality game. 8, 297–308 (2018)Ĭhen, J., Or, C.: Assessing the use of immersive virtual reality, mouse and touchscreen in pointing and dragging-and-dropping tasks among young, middle-aged and older adults. 8, 29–40 (2013)Ĭaputo, F., Greco, A., D’Amato, E., Notaro, I., Spada, S.: On the use of virtual reality for a human-centered workplace design. Taylor and Francis, London (1986)īrooke, J.: SUS: a retrospective. ![]() (eds.) Usability evaluation in industry, pp. In: Jordan, P.W., Thomas, B., McLelland, I., Weerdmeester, B.A. 4, 114–123 (2009)īernardo, A.: Virtual reality and simulation in neurosurgical training. This study also proposes a 3D modeling design collaboration model in the VR field.īangor, A., Kortum, P.T., Miller, J.T.: Determining what individual SUS scores mean: adding an adjective rating scale. VR technology brings different learning experiences to the 3D modeling learning process. The learners were more creative and motivated in the VRMPF and emphasized that through the new design collaboration model, they could effectively learn 3D modeling in VR. The results indicated that the system usability of the VR modeling practice field (VRMPF) was significantly superior to that of the traditional modeling learning field ( p < 0.01). In addition, designs produced using the two aforementioned fields were evaluated and compared. The field system usability of traditional 3D modeling and VR 3D modeling was investigated using the system usability scale. A total of 60 college students from the Department of Industrial Design were invited to participate in VR modeling learning experience experiment. The learning experience of learners in the VR field was explored through this new design collaboration model. This new design collaboration model includes the concept of a learning community. Students can learn 3D modeling under a new VR design collaboration framework and complete design goals. In this study, a 3D modeling practice field based on virtual reality (VR) technology was constructed to modify the traditional 3D modeling learning model. Therefore, 3D modeling learning is a crucial subject in industrial design education. Knowledge of 3D modeling design is crucial for industrial designers.
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