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Bridging the Gap Between Imagination and Reality: VR Innovations in Design

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Authors

Pandya, Harshil

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Watkins, Clinton

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Thesis

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Auckland University of Technology

Abstract

Purpose: This research investigates the evolving role of Virtual Reality (VR) and Augmented Reality (AR) in professional 3D design workflows, examining their current effectiveness, limitations, and potential for future development. As immersive technologies become more integrated into disciplines like industrial design, architecture, and product development, it becomes increasingly important to assess whether these tools meet the precision, control, and standardization required in professional environments. This study will center on two widely adopted VR applications: Gravity Sketch, valued for its CAD-compatible modeling features, and Open Brush, known for its expressive sketching capabilities. By analyzing their toolsets, user experiences, and design workflows, this research highlights how different approaches to immersive interaction either support or restrict both creative exploration and technical accuracy. The findings underscore a growing need for hybrid solutions that combine the freedom of intuitive interaction with the rigor of professional-grade precision. Literature Review: A significant gap exists in the current discourse surrounding VR design tools, particularly regarding their precision and applicability within real-world professional design workflows. Much of the existing literature emphasizes the immersive and engaging qualities of these tools, yet it offers limited analysis of their performance in tasks that require detailed modeling, fine adjustments, or seamless integration with CAD software. Critical features such as accurate snapping systems, precise measurement tools, and robust export compatibility are often overlooked. There is a noticeable lack of Applied testing in technically demanding use cases, making it difficult to assess the reliability and effectiveness of these tools beyond exploratory or artistic applications. Design/methodology/approach: This study employs a case study methodology supported by desktop-based tool analysis, expert reviews and use-case scenarios such as industry blogs and YouTube reviews, extensive secondary research drawn from academic publications, developer documentation, Unlike traditional user centered testing, this approach allows me to triangulate multiple forms of documented evidence to evaluate usability, tool precision, technical scalability, and software interoperability. Key evaluation metrics include ease of use, hand tracking fidelity, export format compatibility (e.g., FBX, OBJ, STEP), and integration with traditional desktop software like Blender, Rhino, and Maya. Case Study: To implement the proposed methodology, this study examined two distinct VR design tools: Gravity Sketch and Open Brush. Gravity Sketch is oriented toward technical modeling, offering features such as parametric surfaces and snapping tools that support structured design workflows. In contrast, Open Brush emphasizes freeform, brush-based creativity, prioritizing expressive interaction over precision. Evaluation of Gravity Sketch revealed its effectiveness in early-stage conceptual modeling; however, it lacked the fine-grained accuracy required for detailed design tasks. Open Brush demonstrated strengths in user experience and creative freedom, but its limitations in measurement accuracy, structured modeling capabilities, and export flexibility were evident. The comparative analysis revealed a fundamental divergence in design philosophy. Gravity Sketch is engineered for technical refinement, whereas Open Brush fosters an open-ended, expressive approach to immersive creation. Research limitations/implications: One limitation of this study is the absence of direct user testing, which restricts the ability to fully assess how these tools perform under varied real-world conditions. To address this, the research draws on a diverse range of credible sources, including insights from experienced designers, academic literature, and official developer documentation. The findings indicate a clear need for further hands-on research, particularly in evaluating how immersive design tools function across different professional scenarios, a topic that remains underrepresented compared to other areas within VR research. An additional limitation emerged during the development of the prototype. The process was hindered by the high computational demands of the software and the limited availability of comprehensive documentation and training resources. These challenges highlight the steep learning curve associated with next-generation immersive tools and underscore the importance of improving accessibility and support for professionals adopting these technologies. Originality/value: This research provides a practical examination of the flagship current VR/AR design tools, offering insights into their operational strengths and critical shortcomings in professional contexts. By identifying existing functional gaps and proposing technically grounded enhancements such as photogrammetry integration, this study contributes to a forward-looking roadmap for tool developers and industry stakeholders. It highlights the urgent need for VR systems that not only foster creative exploration but also deliver the precision and control demanded by modern design disciplines.

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Keywords

Virtual Reality, Gravity Sketch, Open Brush, 3D Modeling, Design Technology, CAD Integration, Immersive Workflows, Precision Tools, Photogrammetry, AI Stabilization

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