The paper presents an immersive environment application aimed to improve the ability to transpose 2D drawings to 3D objects. The application, called “Sketch to Pipes”, uses combination of 3D pipes as 3D objects and allows the automatic generation of the corresponding 2D drawings. After log in, a user is presented with a sequence of exercises, where she/he is asked to build a pipe path that corresponds to a given 2D drawing, expressed using different views: top, front, side, and isometric. To facilitate the creation of exercises, the application has been complemented with an editor that supports trainers in this task, and also provides features to create classes, see trainees’ progresses, and the automatic correction results of the exercises. The “Sketch to Pipe” app was developed both for HoloLens 2 and Meta Quest 3 and was used by 29 students of a Swiss professional school during 4 weeks. One aspect that was investigated during the test was related to where students have mostly focused their attention while using the application. The preliminary results drawn from eye-tracking logs, captured by the devices, indicate that the comparison of the given 2D drawings and the real time views plays an important role to solve this kind of exercises. In addition, the heatmap of view transitions reveals that users frequently compare views of the same type to build the right pipe path. A final general emerging remark demonstrates that MR devices can be used for analytical purposes in training immersive environments and applications and could be exploited for fine tuning training activities.

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From 2D Drawings to 3D Representations in Immersive Environments: The Sketch to Pipe App

  • Lorenzo Sommaruga,
  • Nadia Catenazzi,
  • Chiara Locatelli

摘要

The paper presents an immersive environment application aimed to improve the ability to transpose 2D drawings to 3D objects. The application, called “Sketch to Pipes”, uses combination of 3D pipes as 3D objects and allows the automatic generation of the corresponding 2D drawings. After log in, a user is presented with a sequence of exercises, where she/he is asked to build a pipe path that corresponds to a given 2D drawing, expressed using different views: top, front, side, and isometric. To facilitate the creation of exercises, the application has been complemented with an editor that supports trainers in this task, and also provides features to create classes, see trainees’ progresses, and the automatic correction results of the exercises. The “Sketch to Pipe” app was developed both for HoloLens 2 and Meta Quest 3 and was used by 29 students of a Swiss professional school during 4 weeks. One aspect that was investigated during the test was related to where students have mostly focused their attention while using the application. The preliminary results drawn from eye-tracking logs, captured by the devices, indicate that the comparison of the given 2D drawings and the real time views plays an important role to solve this kind of exercises. In addition, the heatmap of view transitions reveals that users frequently compare views of the same type to build the right pipe path. A final general emerging remark demonstrates that MR devices can be used for analytical purposes in training immersive environments and applications and could be exploited for fine tuning training activities.