Physics-Based Tool Usage Simulations in VR
Abstract
:1. Introduction
2. Background and Related Work
2.1. Current State of the Art in Immersive Training
2.1.1. Game-Based Training
2.1.2. Serious Games
2.2. Physics-Based Simulation
2.2.1. The Potential of FEM Simulations in Human Activity Simulation
2.2.2. FEM Simulations for Learning
2.2.3. Three-Dimensional Rendering of FEM Results
2.3. Immersive Training Applications
2.3.1. Training and Human–Tool Interaction
2.3.2. Data-Driven Animation for Virtual Environments
2.3.3. Effectiveness of Virtual Environments and User Interfaces as a Training Tool
2.3.4. Challenges and Opportunities
2.4. Main Contributions of This Research Work
3. Proposed Method
3.1. Execution of the Craft Simulation Phase
3.1.1. Analysis
3.1.2. FEM-Based Simulation
3.1.3. Game Engine-Based Simulation
3.2. Execution of the Craft Training Phase
3.2.1. Authoring
3.2.2. Execution and Evaluation
3.2.3. Immersive Training
4. Case Studies
4.1. Craft Simulation Phase Implementation and Case Studies
4.1.1. Case Study—Analysis
4.1.2. FEM-Based Simulation
4.1.3. Game Engine-Based Simulation
4.2. Craft Training Phase Implementation and Case Studies
4.2.1. Authoring
4.2.2. Execution and Validation
4.2.3. Immersive Training
4.3. Pedagogical Value
5. Validation and Evaluation Method and Results
5.1. Technical Validation
5.1.1. Using FEM-Based Simulation for Craft Actions
5.1.2. Exporting Frame Sequences Using the Proposed Framework
5.1.3. Photorealistic Rendering of Craft Actions
5.1.4. Validation of Game Engine-Based Animation
5.1.5. Equipment Used in Validation
5.2. Expert-Based Evaluation
5.2.1. Heuristic Evaluation of Apprentice Studio by a Usability Expert
5.2.2. Heuristic Evaluation of Craft Studio by a Usability Expert
5.2.3. Result of Expert-Based Evaluation from Craft Expert
5.3. User-Based Evaluation
5.3.1. Equipment Used in Evaluation
5.3.2. Students’ Evaluation Results
5.3.3. Educators’ Evaluation Results
6. Discussion
6.1. Advances Concerning Traditional Training
6.2. Technical Advances
6.3. Contribution to the Preservation of Intangible Cultural Heritage
6.4. Theoretical Implications
6.5. Limitations
7. Conclusions and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
3D | Three-Dimensional |
AR | Augmented Reality |
CFD | Computational Fluid Dynamics |
CH | Cultural Heritage |
FEA | Finite Element Analysis |
FEM | Finite Element Method |
HMD | Head Mounted Displays |
ICH | Intangible Cultural Heritage |
MR | Mixed Reality |
SDK | Software Development Kit |
TCs | Traditional Crafts |
UNESCO | United Nations Educational, Scientific and Cultural Organization |
VR | Virtual Reality |
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Chisel (Rigid) | Type: 3D—Rigid part Total number of elements: 136 linear quadrilateral elements of type R3D4 Approximate global size = 0.0003 Area centroid of shell faces: 0.0306, −3.37 × 10−4, 5.00 × 10−4 |
Wood Block (Timber) | Type: 3D solid—Deformable part, 742,500 linear hexahedral elements of type C3D8R Approximate global size = 0.0007 Volume: 9.00 × 10−8 m3 Volume centroid: 0.0643, −0.0359, 0.00150 Mass: 2.43 × 10−4 Center of mass: 0.0643, −0.0359, 0.00150 Density of timber = 650 kg/m3 |
Simulation properties | Step: In the simulator, we use a dynamic explicit time step with a duration of 1 s. Interaction: In the simulator, we use a surface-to-surface interaction to model the contact between the chisel and the block. The coefficient of friction (μ) between the rigid part and the wooden block is approximately 0.4. Duration of the simulation: 6 h, 52 min, and 27 s. |
Guideline | Positive | Issue | Suggestion |
---|---|---|---|
1. Visibility of System Status | A progress bar is displayed during simulation loading, keeping users informed. | No feedback is provided (if the action was successful) when saving a draft lesson. | Add a confirmation message like “Draft saved successfully”. |
2. Match Between System and the Real World | Uses real-world terminology, like “blowpipe” and “punty rod”, familiar to glassblowers. | Some terms, like “node selection”, are technical and not intuitive to craft trainees. | Replace with “Select Tool Part” for better clarity. |
3. User Control and Freedom | Users can undo steps during VR tool manipulation. | No “Back” in some menus, forcing users to restart tasks. | Add a persistent “Back” button. |
4. Consistency and Standards | Menu layouts are consistent across sections, reducing cognitive load. | Different terminology for similar actions, e.g., “Save Progress” and “Store Progress”. | Standardize terminology across all sections. |
5. Error Prevention | Prevents users from starting simulations without completing the initial setup. | No warning appears if the user inputs an invalid material property. | Add validation checks with error messages for invalid input. |
6. Recognition Rather Than Recall | Frequently used tools are displayed in a toolbar for quick access. | Users must remember shortcut commands for advanced operations. | Provide a visible list of shortcuts in the UI. |
7. Flexibility and Efficiency of Use | Advanced users can customize their interface to optimize workflow. | Novices lack a guided walkthrough for their first interaction. | Introduce an onboarding tutorial. |
8. Esthetic and Minimalist Design | Clean design with minimal distractions during VR sessions. | Some menus are cluttered with rarely used options. | Hide advanced settings in expandable sections. |
9. Help Users Recognize, Diagnose, and Recover from Errors | Provides clear error messages, such as “Invalid Tool Selection”. | references during simulation do not suggest corrective actions. | Include step-by-step guidance to resolve issues. |
10. Help and Documentation | Includes a searchable help guide. | No embedded tooltips for specific features. | Add context-sensitive tooltips for easier learning. |
Guideline | Positive | Issue | Suggestion |
---|---|---|---|
1. Visibility of System Status | Notifications appear when an action, like assigning a lesson, is completed. | Lack of real-time updates when students submit their work. | Include a dashboard widget to notify educators of new submissions. |
2. Match Between System and the Real World | Lessons mimic traditional workflows, aligning with educators’ expectations. | Icons for tools (e.g., a wrench for settings) do not always align with their function. | Use universally recognized symbols. |
3. User Control and Freedom | Educators can delete or reassign lessons freely. | Lack of confirmation prompts for critical actions. | Add a confirmation dialog for sensitive operations. |
4. Consistency and Standards | Same design patterns for creating and assigning lessons. | Inconsistent button colors for similar actions. | Harmonize color schemes for identical actions. |
5. Error Prevention | Alerts users before overwriting existing lessons. | Educators can accidentally assign lessons incorrectly. | Include a confirmation step to verify the class. |
6. Recognition Rather Than Recall | Educators can browse pre-designed lesson templates. | Previous lesson drafts are not accessible for reuse. | Include a “Recent Drafts” section. |
7. Flexibility and Efficiency of Use | Educators can use to make multiple student assignments. | Lack of keyboard shortcuts for common actions. | Add shortcuts for tasks like “Create Lesson”. |
8. Esthetic and Minimalist Design | Uses a straightforward interface for assigning lessons. | Overuse of different font styles can overwhelm users. | Streamline fonts for a cohesive design. |
9. Help Users Recognize, Diagnose, and Recover from Errors | Notifications explain why an assignment failed (e.g., “Student list not selected”). | Error messages sometimes lack specificity (e.g., “Input error”). | Make error messages more detailed. |
10. Help and Documentation | Offers video tutorials for educators. | Limited guidance on troubleshooting technical issues. | Expand help with a troubleshooting section. |
# | Question | Type |
---|---|---|
Section 1—Orientation | ||
1.1 | On a scale of one to five, please provide a rating on computer usage expertise. | (1–5) |
1.2 | Do you own a smartphone? | (Y/N) |
1.3 | Do you access the internet from a phone or computer? | (Y/N) |
1.4 | If yes, are you using the internet for information and learning about your craft? | (Y/N) |
1.5 | Is this your first time using digital tools for Craft Education? | (Y/N) |
1.5.1 | If not, please describe the tools you have used in the past. | Text |
Section 2—Apprentice Studio | ||
2.1 | How was your first experience with Apprentice Studio? | (1–5) |
2.2 | Did you find it easy to browse through the facilities of Apprentice Studio? | (1–5) |
2.3 | Were all the information and functions easy to locate and understand? | (1–5) |
2.4 | Did you experience any problems performing actions in Apprentice Studio? | (1–5) |
2.5 | Did you locate any mismatches in terminology used in class with that of Apprentice Studio? | (1–5) |
2.6 | Overall, are you happy with what you have experienced using Apprentice Studio? | (1–5) |
2.7 | Are there any comments you would like to share to help improve Apprentice studio? | Text |
Section 3—Interaction and Immersion | ||
3.1 | Please rate your 3D experience (computer screen and mouse) | (1–5) |
3.1.1 |
| (1–5) |
3.1.2 |
| (1–5) |
3.1.3 |
| (1–5) |
3.1.4 |
| (1–5) |
3.1.5 |
| (1–5) |
3.2 | Provide comments and suggestions on your 3D experience | Text |
3.3 | Please rate your overall VR experience | (1–5) |
3.3.1 |
| (1–5) |
3.3.2 |
| (1–5) |
3.3.3 |
| (1–5) |
3.3.4 |
| (1–5) |
3.3.5 |
| (1–5) |
3.4 | Provide comments and suggestions on your VR experience | Text |
3.5 | Are there any other comments you would like to share? | Text |
# | Question | Type | ||||
---|---|---|---|---|---|---|
Section 1—Orientation | ||||||
1.1 | On a scale of one to five, please provide a rating on computer usage expertise. | (1–5) | ||||
1.2 | Do you own a smartphone? | (Y/N) | ||||
1.3 | Do you access the internet from a phone or computer? | (Y/N) | ||||
1.4 | If yes, are you using the internet for information and learning about your craft? | (Y/N) | ||||
1.5 | For how long have you been educating/training students in the Glassblowing craft? | (Y/N) | ||||
1.6 | Is this your first time using digital tools for Craft Education? | (Y/N) | ||||
1.6.1 |
| Text | ||||
Section 2—Craft Studio | ||||||
2.1 | How was your first experience with Craft Studio? (1–5) | (1–5) | ||||
2.2 | Did you find it easy to browse through the facilities of the Craft Studio (1–5) | (1–5) | ||||
2.3 | Were all the information and functions easy to locate and understand? (1–5) | (1–5) | ||||
2.4 | Did you experience any problems performing actions in the Craft Studio (1–5) | (1–5) | ||||
2.5 | Did you locate any mismatches in the terminology used in class with that of the Craft Studio? (1–5) | (1–5) | ||||
2.6 | Did you find it easy to administer your lessons and assign students? | |||||
2.7 | Did you find it easy to author simple lessons in the Craft Studio? | |||||
2.8 | Did you find it easy to assign lessons to students? | |||||
Section 3—Student Observation | ||||||
3.1 | Judge the attitude of the students towards the integration of digital technologies in craft training. | (1–5) | ||||
3.2 | Judge the attitude of your colleagues towards the integration of digital technologies in training. | (1–5) | ||||
3.3 | Based on your expertise, judge the technologies provided in terms of | |||||
3.3.1 |
| 3.3.3 |
| 3.3.5 |
| (1–5) |
3.3.2 |
| 3.3.4 |
| (1–5) | ||
3.4 | Rate the improvement achieved in students’ understanding of basic concepts. | (1–5) | ||||
3.5 | Rate the improvement in the readiness of students moving from digital to the physical workshop. | (1–5) |
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Share and Cite
Partarakis, N.; Zabulis, X.; Zourarakis, D.; Demeridou, I.; Moreno, I.; Dubois, A.; Nikolaou, N.; Fallahian, P.; Arnaud, D.; Crescenzo, N.; et al. Physics-Based Tool Usage Simulations in VR. Multimodal Technol. Interact. 2025, 9, 29. https://doi.org/10.3390/mti9040029
Partarakis N, Zabulis X, Zourarakis D, Demeridou I, Moreno I, Dubois A, Nikolaou N, Fallahian P, Arnaud D, Crescenzo N, et al. Physics-Based Tool Usage Simulations in VR. Multimodal Technologies and Interaction. 2025; 9(4):29. https://doi.org/10.3390/mti9040029
Chicago/Turabian StylePartarakis, Nikolaos, Xenophon Zabulis, Dimitris Zourarakis, Ioanna Demeridou, Ines Moreno, Arnaud Dubois, Nikolaos Nikolaou, Peiman Fallahian, David Arnaud, Noël Crescenzo, and et al. 2025. "Physics-Based Tool Usage Simulations in VR" Multimodal Technologies and Interaction 9, no. 4: 29. https://doi.org/10.3390/mti9040029
APA StylePartarakis, N., Zabulis, X., Zourarakis, D., Demeridou, I., Moreno, I., Dubois, A., Nikolaou, N., Fallahian, P., Arnaud, D., Crescenzo, N., Hee, P., & Stamou, A. (2025). Physics-Based Tool Usage Simulations in VR. Multimodal Technologies and Interaction, 9(4), 29. https://doi.org/10.3390/mti9040029