Galada Aditi, Baytar Fatma
Department of Human Centered Design, Cornell University, Ithaca, New York, United States of America.
PLoS One. 2025 Jan 9;20(1):e0311587. doi: 10.1371/journal.pone.0311587. eCollection 2025.
The increased adoption of three-dimensional (3D) digital prototyping software programs makes it necessary to train novice designers to use these programs efficiently. However, existing studies spanning from engineering to design education indicate that students feel incompetent in understanding 3D digital prototypes and navigating the software, so there is a need to find effective training methods. In the current study, training modules were developed to teach participants fit correction skills through an iterative problem-based learning (PBL) approach. A review of the literature was performed to develop the fit correction tasks and guide the module development process. Expert feedback was used to fine-tune the tasks and module interface. The current study explored the effects of PBL-based virtual reality (VR) training on learning how to correct two-dimensional (2D) apparel patterns to improve consequent 3D garment fit. Results indicated that the training module significantly improved spatial visualization and fit correction skills. Participants with higher apparel spatial visualization skills saw a higher improvement in fit correction skills because of the training. At lower spatial visualization skill levels, women saw a higher increase in apparel spatial visualization skills after the training than men but the difference between the learning outcomes across genders reduced when participants had higher spatial skills before training. These findings were supported by the results of qualitative data obtained through interviews. The participants found the PBL approach, immediate feedback, and aid in visualization through garment simulations beneficial for understanding the concepts. At the same time, they indicated that the training module could be used as a supplement to the traditional classroom but cannot replace the physical garment fitting practice. The findings of the study verified that PBL using virtual garment simulations can have a positive impact on learning outcomes and help identify the stage of education at which learners can be exposed to PBL.
三维(3D)数字原型软件程序的使用日益增加,这使得有必要培训新手设计师高效使用这些程序。然而,从工程到设计教育的现有研究表明,学生在理解3D数字原型和操作软件方面感到能力不足,因此需要找到有效的培训方法。在当前的研究中,开发了培训模块,通过基于问题的迭代学习(PBL)方法教授参与者合身修正技能。进行了文献综述以制定合身修正任务并指导模块开发过程。专家反馈用于微调任务和模块界面。当前的研究探讨了基于PBL的虚拟现实(VR)培训对学习如何修正二维(2D)服装纸样以改善后续3D服装合身性的影响。结果表明,培训模块显著提高了空间可视化和合身修正技能。由于培训,具有较高服装空间可视化技能的参与者在合身修正技能方面有更高的提升。在较低的空间可视化技能水平上,女性在培训后的服装空间可视化技能提升比男性更高,但当参与者在培训前具有较高空间技能时,不同性别的学习成果差异减小。通过访谈获得的定性数据结果支持了这些发现。参与者发现PBL方法、即时反馈以及通过服装模拟进行的可视化辅助有助于理解概念。同时,他们表示培训模块可以作为传统课堂的补充,但不能取代实体服装试穿实践。该研究的结果证实,使用虚拟服装模拟的PBL可以对学习成果产生积极影响,并有助于确定学习者可以接触PBL的教育阶段。