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<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Tue, 21 Apr 2026 17:31:42 GMT</pubDate>
<dc:date>2026-04-21T17:31:42Z</dc:date>
<item>
<title>Integration of additive manufacturing and augmented reality in early design phases: a way to foster remote creativity</title>
<link>http://hdl.handle.net/10985/25267</link>
<description>Integration of additive manufacturing and augmented reality in early design phases: a way to foster remote creativity
CUI, Jinxue; LOU, Ruding; MANTELET, Fabrice; SEGONDS, Frédéric
Additive Manufacturing (AM) has known a substantial growth in recent years. More and more designers are interested in&#13;
using AM during the early design stages, and are not familiar with the opportunities provided by AM. Augmented Design&#13;
with AM Methodology (ADAM2) is a methodology which can help the designer to understand and exploit the potential of&#13;
AM. This methodology can be explained through inspirational objects to represent the opportunities of AM. However, due to&#13;
the substantial manufacturing expenses incurred in producing multiple sets of physical cubes of ADAM2 during the product&#13;
design process, this paper exploring the implementation of Augmented Reality (AR) technology as a cost-effective means&#13;
to showcase and demonstrate these cubes. This paper presents the integration of 14 cubes and AR and evaluates whether&#13;
virtual cubes could have similar performance as real cubes in terms of usability and AM potential. The digitalization of these&#13;
inspirational objects and their inter-action through AR is proposed to overcome the limits of physical objects during early&#13;
product design. Through a mobile device (e.g., smartphone) the user can interact through screen with virtual inspirational&#13;
objects. An AR application is developed to let users have interaction with 14 virtual cubes as similar with manipulating with&#13;
real cubes. Users could manipulate cubes and change their material with the markerless AR application. Then the prototyped&#13;
AR application is tested by experiment. The result shows the virtual cubes can achieved promising performance as similar&#13;
as the real cubes in the usability and demonstrating the potential of AM. In future work, experiments will be conducted to&#13;
examine the impact of early design on creativity.
PhD thesis: https://theses.fr/s353755
</description>
<pubDate>Sat, 02 Dec 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25267</guid>
<dc:date>2023-12-02T00:00:00Z</dc:date>
<dc:creator>CUI, Jinxue</dc:creator>
<dc:creator>LOU, Ruding</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>SEGONDS, Frédéric</dc:creator>
<dc:description>Additive Manufacturing (AM) has known a substantial growth in recent years. More and more designers are interested in&#13;
using AM during the early design stages, and are not familiar with the opportunities provided by AM. Augmented Design&#13;
with AM Methodology (ADAM2) is a methodology which can help the designer to understand and exploit the potential of&#13;
AM. This methodology can be explained through inspirational objects to represent the opportunities of AM. However, due to&#13;
the substantial manufacturing expenses incurred in producing multiple sets of physical cubes of ADAM2 during the product&#13;
design process, this paper exploring the implementation of Augmented Reality (AR) technology as a cost-effective means&#13;
to showcase and demonstrate these cubes. This paper presents the integration of 14 cubes and AR and evaluates whether&#13;
virtual cubes could have similar performance as real cubes in terms of usability and AM potential. The digitalization of these&#13;
inspirational objects and their inter-action through AR is proposed to overcome the limits of physical objects during early&#13;
product design. Through a mobile device (e.g., smartphone) the user can interact through screen with virtual inspirational&#13;
objects. An AR application is developed to let users have interaction with 14 virtual cubes as similar with manipulating with&#13;
real cubes. Users could manipulate cubes and change their material with the markerless AR application. Then the prototyped&#13;
AR application is tested by experiment. The result shows the virtual cubes can achieved promising performance as similar&#13;
as the real cubes in the usability and demonstrating the potential of AM. In future work, experiments will be conducted to&#13;
examine the impact of early design on creativity.</dc:description>
</item>
<item>
<title>Exploring the usability and creativity enhancement of augmented reality in additive manufacturing-based product design</title>
<link>http://hdl.handle.net/10985/26947</link>
<description>Exploring the usability and creativity enhancement of augmented reality in additive manufacturing-based product design
CUI, Jinxue; MANTELET, Fabrice; JEAN, Camille
Augmented Reality (AR), a technology that overlays digital content onto the physical environment, holds promise for enhancing creativity and usability in product design education. However, despite the advantages of Additive Manufacturing (AM) in enabling complex and customizable designs, designers often struggle to grasp its abstract principles. Grounded in theories of immersive learning and multimodal visualization, this study investigates whether integrating AR visualization can facilitate better understanding and stimulate creativity in AM education. A controlled experiment was conducted with 34 master's students in product design, randomly assigned to either an AR-based learning group or a traditional card-based learning group. Participants engaged with AM principles through either an interactive AR application featuring manipulable 3D cube models or static information cards. Usability perceptions and creativity of design outputs were assessed respectively through structured questionnaires and expert evaluations by five domain specialists. Mann–Whitney U tests, appropriate for non-normally distributed data, revealed that the AR group reported significantly higher usability ratings and produced more original design outcomes compared to the card-based group. These findings demonstrate that AR-based educational tools can directly improve the usability and creative engagement of students in learning AM principles. This study contributes to advancing the understanding of how immersive technologies can be effectively integrated into design education to foster both practical skills and innovative thinking.
</description>
<pubDate>Mon, 29 Sep 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/26947</guid>
<dc:date>2025-09-29T00:00:00Z</dc:date>
<dc:creator>CUI, Jinxue</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>JEAN, Camille</dc:creator>
<dc:description>Augmented Reality (AR), a technology that overlays digital content onto the physical environment, holds promise for enhancing creativity and usability in product design education. However, despite the advantages of Additive Manufacturing (AM) in enabling complex and customizable designs, designers often struggle to grasp its abstract principles. Grounded in theories of immersive learning and multimodal visualization, this study investigates whether integrating AR visualization can facilitate better understanding and stimulate creativity in AM education. A controlled experiment was conducted with 34 master's students in product design, randomly assigned to either an AR-based learning group or a traditional card-based learning group. Participants engaged with AM principles through either an interactive AR application featuring manipulable 3D cube models or static information cards. Usability perceptions and creativity of design outputs were assessed respectively through structured questionnaires and expert evaluations by five domain specialists. Mann–Whitney U tests, appropriate for non-normally distributed data, revealed that the AR group reported significantly higher usability ratings and produced more original design outcomes compared to the card-based group. These findings demonstrate that AR-based educational tools can directly improve the usability and creative engagement of students in learning AM principles. This study contributes to advancing the understanding of how immersive technologies can be effectively integrated into design education to foster both practical skills and innovative thinking.</dc:description>
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