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The Role of Immersive Virtual Reality in Developing Design and Process Intuition for Additive Manufacturing
The Role of Immersive Virtual Reality in Developing Design and Process Intuition for Addit...
The Role of Immersive Virtual Reality in Developing Design and Process Intuition for Additive Manufacturing

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자료유형  
 학위논문 서양
최종처리일시  
20250211152108
ISBN  
9798384231578
DDC  
153
저자명  
Mathur, Jayant.
서명/저자  
The Role of Immersive Virtual Reality in Developing Design and Process Intuition for Additive Manufacturing
발행사항  
[Sl] : The Pennsylvania State University, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
171 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-03, Section: B.
주기사항  
Advisor: Meisel, Nicholas A.
학위논문주기  
Thesis (Ph.D.)--The Pennsylvania State University, 2024.
초록/해제  
요약Additive manufacturing (AM) is poised to empower industries with sustainable, low-cost, and rapid solutions to market. However, the wide adoption of AM technologies is inhibited by the deficit of skilled engineers who can design for AM (DfAM) and innovate with AM. As such, there is a need to develop resources that can help students and professionals develop the necessary intuition for DIAM and AM processes. For this purpose, this research investigates the role of immersive virtual reality (VR) in developing design and process intuition for AM. The initiative divides efforts into three topics: 1. AM process training, 2. DIAM education, and (3) problem-solving with AM.First, this research investigates the role of immersive VR in instructing students about two AM processes: PBF and material extrusion (ME). The research compares the effectiveness of immersive VR, computer-aided instruction (CAI), and real-world (REAL) experiences. Evidence from this research indicates how VR serves as an alternative to in-person training to improve acquiring AM process competency. Findings showed that the differences in immersion and presence between CAL, VR, and in-person instruction do not have a statistically significant effect when learning about ME, but do have a significant effect when learning about PBF. Specifically, VR generally yields equivalent effects in knowledge gain and cognitive load to in-person PBF education while offering advantages in both metrics over CAI learning.Second, this research investigates the role of immersive VR in developing DEAM intuition. Again, the research compares the effectiveness of immersive VR, computer-aided education (CAE), and REAL experiences. The evidence collected has interesting implications for how organizations train designers in DfAM and the role of immersive modalities in design. processes. Findings indicated that the outcomes from DIAM evaluations in immersive and non-immersive modalities are similar without statistically observable differences in the cognitive load experienced during the evaluations. Active engagement with the designs, however, was observed to be significantly different between immersive and non-immersive modalities. By contrast, paccive engagement remained similar across the modalition.Third, this research investigates the role of immersive VR in problem-solving with AM. The research compares the effectiveness of immersive VR and computer-aided (CAx) experiences in solving a design challenge with AM. Insight derived from the evidence informs on how future designers must be trained in DIAM problem-solving to meet the AM demands in the workforce. Specifically, insight into the potential of immersive environments to influence change in the manufacturability outcomes of 3D printed parts. Results showed that participants in VR yielded significantly different outcomes to problem-solving with AM when working with fundamentally complex designs. In other words, the VR condition when compared to the CAx condition yielded a significantly higher increase in DfAM score, and a decrease in print completion time and support material usage.These investigations provide new knowledge on how immersion in VR affects learning about AM processes, DIAM education, and problem-solving with AM. Upon connecting the different investigations, findings demonstrate a relationship between process-centric considerations and the influence of immersion. Additionally, higher active engagement with the designs also does not seem to correlate with better outcomes in DfAM and 3D printing. processes. Furthermore, the interdependence between DfAM and AM process factors plays a kev role in how designers benefit from immersive experiences. Summarizing this knowledge yields a new framework for designing immersive VR experiences for AM and DIAM contexts. This framework connects the findings from the three topics and offers new insights into the role of immersive VR in developing design and process intuition for AM. In conclusion, this research presents transformative insight into the future of AM workforce development, expanding upon existing AM literature, and opening new opportunities for research and practice in AM and DEAM education.
일반주제명  
Problem solving
일반주제명  
3-D printers
일반주제명  
Design
일반주제명  
Cognitive load
일반주제명  
Virtual reality
일반주제명  
Cognitive psychology
일반주제명  
Industrial engineering
일반주제명  
Information technology
기타저자  
The Pennsylvania State University.
기본자료저록  
Dissertations Abstracts International. 86-03B.
전자적 위치 및 접속  
로그인 후 원문을 볼 수 있습니다.

MARC

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■1001  ▼aMathur,  Jayant.
■24510▼aThe  Role  of  Immersive  Virtual  Reality  in  Developing  Design  and  Process  Intuition  for  Additive  Manufacturing
■260    ▼a[Sl]▼bThe  Pennsylvania  State  University▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a171  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-03,  Section:  B.
■500    ▼aAdvisor:  Meisel,  Nicholas  A.
■5021  ▼aThesis  (Ph.D.)--The  Pennsylvania  State  University,  2024.
■520    ▼aAdditive  manufacturing  (AM)  is  poised  to  empower  industries  with  sustainable,  low-cost,  and  rapid  solutions  to  market.  However,  the  wide  adoption  of  AM  technologies  is  inhibited  by  the  deficit  of  skilled  engineers  who  can  design  for  AM  (DfAM)  and  innovate  with  AM.  As  such,  there  is  a  need  to  develop  resources  that  can  help  students  and  professionals  develop  the  necessary  intuition  for  DIAM  and  AM  processes.  For  this  purpose,  this  research  investigates  the  role  of  immersive  virtual  reality  (VR)  in  developing  design  and  process  intuition  for  AM.  The  initiative  divides  efforts  into  three  topics:  1.  AM  process  training,  2.  DIAM  education,  and  (3)  problem-solving  with  AM.First,  this  research  investigates  the  role  of  immersive  VR  in  instructing  students  about  two  AM  processes:  PBF  and  material  extrusion  (ME).  The  research  compares  the  effectiveness  of  immersive  VR,  computer-aided  instruction  (CAI),  and  real-world  (REAL)  experiences.  Evidence  from  this  research  indicates  how  VR  serves  as  an  alternative  to  in-person  training  to  improve  acquiring  AM  process  competency.  Findings  showed  that  the  differences  in  immersion  and  presence  between  CAL,  VR,  and  in-person  instruction  do  not  have  a  statistically  significant  effect  when  learning  about  ME,  but  do  have  a  significant  effect  when  learning  about  PBF.  Specifically,  VR  generally  yields  equivalent  effects  in  knowledge  gain  and  cognitive  load  to  in-person  PBF  education  while  offering  advantages  in  both  metrics  over  CAI  learning.Second,  this  research  investigates  the  role  of  immersive  VR  in  developing  DEAM  intuition.  Again,  the  research  compares  the  effectiveness  of  immersive  VR,  computer-aided  education  (CAE),  and  REAL  experiences.  The  evidence  collected  has  interesting  implications  for  how  organizations  train  designers  in  DfAM  and  the  role  of  immersive  modalities  in  design.  processes.  Findings  indicated  that  the  outcomes  from  DIAM  evaluations  in  immersive  and  non-immersive  modalities  are  similar  without  statistically  observable  differences  in  the  cognitive  load  experienced  during  the  evaluations.  Active  engagement  with  the  designs,  however,  was  observed  to  be  significantly  different  between  immersive  and  non-immersive  modalities.  By  contrast,  paccive  engagement  remained  similar  across  the  modalition.Third,  this  research  investigates  the  role  of  immersive  VR  in  problem-solving  with  AM.  The  research  compares  the  effectiveness  of  immersive  VR  and  computer-aided  (CAx)  experiences  in  solving  a  design  challenge  with  AM.  Insight  derived  from  the  evidence  informs  on  how  future  designers  must  be  trained  in  DIAM  problem-solving  to  meet  the  AM  demands  in  the  workforce.  Specifically,  insight  into  the  potential  of  immersive  environments  to  influence  change  in  the  manufacturability  outcomes  of  3D  printed  parts.  Results  showed  that  participants  in  VR  yielded  significantly  different  outcomes  to  problem-solving  with  AM  when  working  with  fundamentally  complex  designs.  In  other  words,  the  VR  condition  when  compared  to  the  CAx  condition  yielded  a  significantly  higher  increase  in  DfAM  score,  and  a  decrease  in  print  completion  time  and  support  material  usage.These  investigations  provide  new  knowledge  on  how  immersion  in  VR  affects  learning  about  AM  processes,  DIAM  education,  and  problem-solving  with  AM.  Upon  connecting  the  different  investigations,  findings  demonstrate  a  relationship  between  process-centric  considerations  and  the  influence  of  immersion.  Additionally,  higher  active  engagement  with  the  designs  also  does  not  seem  to  correlate  with  better  outcomes  in  DfAM  and  3D  printing.  processes.  Furthermore,  the  interdependence  between  DfAM  and  AM  process  factors  plays  a  kev  role  in  how  designers  benefit  from  immersive  experiences.  Summarizing  this  knowledge  yields  a  new  framework  for  designing  immersive  VR  experiences  for  AM  and  DIAM  contexts.  This  framework  connects  the  findings  from  the  three  topics  and  offers  new  insights  into  the  role  of  immersive  VR  in  developing  design  and  process  intuition  for  AM.  In  conclusion,  this  research  presents  transformative  insight  into  the  future  of  AM  workforce  development,  expanding  upon  existing  AM  literature,  and  opening  new  opportunities  for  research  and  practice  in  AM  and  DEAM  education.
■590    ▼aSchool  code:  0176.
■650  4▼aProblem  solving
■650  4▼a3-D  printers
■650  4▼aDesign
■650  4▼aCognitive  load
■650  4▼aVirtual  reality
■650  4▼aCognitive  psychology
■650  4▼aIndustrial  engineering
■650  4▼aInformation  technology
■690    ▼a0389
■690    ▼a0633
■690    ▼a0546
■690    ▼a0489
■690    ▼a0338
■71020▼aThe  Pennsylvania  State  University.
■7730  ▼tDissertations  Abstracts  International▼g86-03B.
■790    ▼a0176
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17162887▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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