Physics-Based Tool Usage Simulations in VR

Author:

Partarakis Nikolaos1ORCID,Zabulis Xenophon1ORCID,Zourarakis Dimitris1ORCID,Demeridou Ioanna1ORCID,Moreno Ines2,Dubois Arnaud3ORCID,Nikolaou Nikolaos4,Fallahian Peiman4,Arnaud David5ORCID,Crescenzo Noël5,Hee Patricia5ORCID,Stamou Andriani16ORCID

Affiliation:

1. Institute of Computer Science, Foundation for Research and Technology—Hellas (FORTH), 70013 Heraklion, Greece

2. Histoire des Technosciences en Société, Conservatoire National des Arts et Métiers (HT2S-CNAM), 2 Rue Conté, 75003 Paris, France

3. French National Center for Scientific Research, 3 Rue Michel Ange, 75016 Paris, France

4. Khora Virtual Reality, 1712 Copenhagen, Denmark

5. Centre Européen de Recherches et de Formation aux Arts Verriers (CERFAV), Rue de la Liberté, 54112 Vannes-le-Châtel, France

6. Computer Science Department, Voutes Campus, University of Crete, 70013 Heraklion, Greece

Abstract

The need for scalable, immersive training systems is universal and recently has been included in fields that rely on complex, hands-on processes, such as surgery operations, assembly operations, construction processes training, etc. This paper examines the potential to support immersive training via digital tool manipulation in the domain of traditional handicrafts. The proposed methodology employs Finite Element Method simulations to compute material transformations and apply them to interactive virtual environments. The challenge is to accurately simulate human–tool interactions, which are critical to the acquisition of manual skills. Using Simulia Abaqus (v.2023HF2), crafting simulations are authored, executed, and exported as animation sequences. These are further refined in Blender (v3.6) and integrated into Unity to create reusable training components called Action Animators. Two software applications—Craft Studio (v1.0) and Apprentice Studio (v1.0)—are designed and implemented to enable instructors to create training lessons and students to practice and get evaluated in virtual environments. The methodology has wide-ranging applications beyond crafts, offering a solution for immersive training in skill-based activities. The validation and evaluation of the proposed approach suggest that it can significantly improve training effectiveness, scalability, and accessibility across various industries.

Funder

European Union

Publisher

MDPI AG

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