远程原型与2d, 3d和沉浸式虚拟现实设计工具在一起

P. Evans, C. Söderlund
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引用次数: 1

摘要

今天,第四次工业革命见证了技术进化以指数速度加速(Schwab, 2016)。由于数字技术的发展,这种加速趋势已经确定围绕劳动力,技术和学习(理查森,2012)。新冠肺炎疫情加剧了工业、学术和社会的数字化进程。在设计教育中,由于大流行,设计专业的学生和老师往往位于不同的地方,距离很远。
我们现在远程工作和学习,不利于学习。这种距离减少了同学、老师之间的接触,也减少了设计中重要的物质材料。通过技术支持的远程学习,让学生在这些远程互动中茁壮成长,然后使他们的专业领域迅速发展,这成为当今教学基础的基石。Heidi Hayes Jacobs看到Rosan Bosch Studio(2018)围绕山顶、洞穴、篝火、水坑、动手和运动的隐喻在实践中实现了差异化的学习互动(Thornby, 2014)。这些想法与不同的学习场景有关,如讲座、非正式的亲密对话、焦点小组、自发会议以及默契和具体化的相互作用。这些想法和隐喻在设计教育中至关重要,但在我们的虚拟缩放世界中却有消失的危险。研究表明,需要跨教育、设计、心理学和神经学领域的沉浸式协作学习,特别是通过多模态学习提供的思维多样性的方式来包含包容的想法。
将这一重点扩展到远程学习中,我们认为通过协作虚拟环境(CVE)包括多模态具体化选项至关重要。之前在设计专业学生中进行的虚拟现实(VR)试点表明了发散思维和创造力的潜力(Lee, Sun, and Yang, 2019)。我们的目标是探索沉浸式虚拟现实中的共同创造学习,以研究它是否支持灵活的思维,从而推动设计工作室的教学方法向前发展。在这种情况下,灵活思维涉及学生创新,创造性和发散思维的可能性。
本研究旨在回答这样一个问题,即与之前的真实课堂体验相比,学生在VR中的多模式沉浸式虚拟课堂中共同创作时的设计理念有何异同。
这项研究是在一个设计课堂上进行的,大约有30名工业设计学生。我们将在工业设计课程的多个点上评估学生的项目成果和调查,并在课程中绘制设计过程图,以确定对灵活思维的任何影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PROTOTYPING REMOTELY TOGETHER WITH 2D, 3D AND IMMERSIVE VIRTUAL REALITY DESIGN TOOLS
Today, the Fourth Industrial Revolution has seen a technological evolution accelerate at an exponential rate (Schwab, 2016). Due to the development of digital technology, this accelerating trend has been identified around workforce, technology and learning (Richardson, 2012). COVID-19 has exasperated the digitalization in industry, academia and society. In design education, due to the pandemic, design students and teachers are often situated at different locations, at a distance.
 We are now working and studying remotely with a documented detriment to learning. This distance diminishes engagement between peers, instructors and also the important corporeal material in design amongst others. Preparing students to thrive in these distant interactions and then their rapidly advancing professional domains becomes a cornerstone for today’s pedagogical foundations through technological-enabled distant learning. Heidi Hayes Jacobs sees differentiated learning interactions actualized in practice by Rosan Bosch Studio (2018) around metaphors of mountain top, cave, campfire, watering hole and hands-on and movement (Thornby, 2014). These ideas relate to differentiated learning scenarios such as lecture, informal intimate conversations, focus groups, spontaneous meetings, and tacit and embodied interplay. These ideas and metaphors are critical in design education that are at risk of disappearing in our virtual zoom world. Research indicates a need for immersive collaborative learning across educational, design, psychological, and neurological domains to specifically include ideas of inclusion even by way of a literal diversity of thinking that multimodal learning provides.
 Extending this focus in distant learning we believe it is critical to include multimodal embodied options through collaborative virtual environments (CVE). A previous pilot on virtual reality (VR) among design students indicates the potential for divergent thinking and creativity (Lee, Sun, and Yang, 2019). Our aim is to explore co-created learning in immersive VR to study if it supports flexible thinking to move design studio pedagogy forward. Flexible thinking in this case deals with the students’ possibilities to be innovative, creative with divergent thinking.
 This research sets out to answer the question, what are the differences and similarities between the students’ design concepts when co-creating in a multimodal and immersive virtual classroom in VR, compared to previous real classroom experiences.
 The study is conducted in a design class with approximately 30 industrial design students. We will evaluate student project outcomes and surveys in an industrial design course at multiple points, with a design process map over the course to determine any effect on flexible thinking.
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