Augmented Reality for Learning Traditional Wicker Weaving

Traditional craft learning methods often fail to effectively convey the tactile and material-specific nuances of practices like wickering. This study explores the use of augmented reality (AR) animations to enhance the instructional process by integrating sensory cues and interactive overlays. By focusing on two common pain points in the early stages of wicker weaving, we developed AR prototypes using Blender 4.2, incorporating visual aids like colors, directional arrows, and guided pauses. A comparative experiment was conducted with two groups: the test group learns via AR and the control group through traditional video tutorials. While the control group exhibited fewer weaving flaws, the test group produced structurally superior baskets and demonstrated better retention of step-by-step actions. Qualitative feedback highlighted AR's potential to engage users, though it also introduced higher frustration levels. Our findings suggest AR's promise in preserving and modernizing traditional crafts, bridging digital tools with physical learning.

Authors

Publication Details

Journal
AHFE international
Published
2025-01-01
DOI
https://doi.org/10.54941/ahfe1006262
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
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article

Augmented Reality for Learning Traditional Wicker Weaving

Jouke Verlinden, Ian Garcia, Janne Huys, Louis Van Bouwel et al.
AHFE international
Augmented Reality Applications
article

Augmented Reality for Learning Traditional Wicker Weaving

Jouke Verlinden, Ian Garcia, Janne Huys, Louis Van Bouwel, Alexander Van Volsom
article en

Abstract

Traditional craft learning methods often fail to effectively convey the tactile and material-specific nuances of practices like wickering. This study explores the use of augmented reality (AR) animations to enhance the instructional process by integrating sensory cues and interactive overlays. By focusing on two common pain points in the early stages of wicker weaving, we developed AR prototypes using Blender 4.2, incorporating visual aids like colors, directional arrows, and guided pauses. A comparative experiment was conducted with two groups: the test group learns via AR and the control group through traditional video tutorials. While the control group exhibited fewer weaving flaws, the test group produced structurally superior baskets and demonstrated better retention of step-by-step actions. Qualitative feedback highlighted AR's potential to engage users, though it also introduced higher frustration levels. Our findings suggest AR's promise in preserving and modernizing traditional crafts, bridging digital tools with physical learning.

AHFE internationalVol. 195
Openalex Percentile: Top 87%
Augmented Reality Applications
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