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Why move during virtual reality sketching? Experimental study to improve the quality of sketches in virtual reality

Article dans une revue avec comité de lecture
Author
ccCHANIAUD, Noémie
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
POUSSARD, Benjamin
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
GUITTER, Thibaut
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/26023
DOI
10.1016/j.destud.2025.101298
Date
2025-03
Journal
Design Studies

Abstract

Virtual Reality (VR) sketching is a valuable tool for conceptual understanding, creativity, and design, but quality issues can hinder its adoption. To address this, we conducted a study involving 15 novices and 15 experts who sketched three chair models in static, mobile, and control conditions. The results showed that mental rotation skills, training, model type, and movement impact sketch quality. The static condition negatively affected performance, particularly volume and proportion. Conversely, the mobile condition didn't improve sketch quality compared to the control group. 3D perception seems tied to movement, highlighting the need to adapt VR sketching software for these challenges. Enhancing the user experience and addressing these quality concerns will be pivotal in the widespread acceptance of VR sketching tools.

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