Physics-Based Tool Usage Simulations in VR

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.

Authors

Institutions

Publication Details

Journal
Multimodal Technologies and Interaction
Published
2025-03-24
DOI
https://doi.org/10.3390/mti9040029
Citations
3
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
3.64

Funders

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article

Physics-Based Tool Usage Simulations in VR

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3 citations
Multimodal Technologies and Interaction
Human Motion and Animation
3.64
article

Physics-Based Tool Usage Simulations in VR

Aggeliki Stamou, Nikolaos Partarakis, Patricia Hee, Ιωάννα Δεμερίδου, Arnaud Dubois, Xenophon Zabulis, Ines Moreno, Nikolaos Nikolaou, Peiman Fallahian, David Arnaud, Noël Crescenzo, Dimitris Zourarakis
article en
3 citations

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.

Multimodal Technologies and InteractionVol. 9(4)
Conservatoire National des Arts et Métiers (FR), University of Crete (GR), Centre Européen de Recherches et de Formation aux Arts Verriers (FR), Foundation for Research and Technology Hellas (GR)
European Commission
Openalex Percentile: Top 8%
Human Motion and Animation
3.64
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