Virtual Reality (VR) is currently one of the most influential technological trends and is projected to grow significantly in the coming years. A defining feature of VR is its ability to fully immerse users in a digital environment, eliminating real-world distractions and enabling focused engagement with virtual processes. This study presents the design and implementation of a VR-based training application for the Charly4U CNC milling machine. Developed using the Unity3D engine, the tool offers an interactive, step-by-step simulation aimed at enhancing technical education and improving accessibility for users with limited machining experience. The application was tested with two user groups: engineering students and adolescents with cognitive disabilities from the ASPOC Onlus Lab. Usability was evaluated through the System Usability Scale (SUS), with results showing high user satisfaction and strong usability scores across both groups (SUS scores of 81 and 87, respectively). The findings support the effectiveness of immersive VR environments for skill development and inclusive education, demonstrating the potential of this approach to complement traditional CNC training methods in a safe and engaging way.

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Enhancing Technical Education for Students and People with Disabilities Through Virtual Reality: A Case Study Using a CNC Device

  • Mario Covarrubias,
  • Makam Ramachandra Gupta Shashank,
  • Nicolás Norambuena,
  • Felipe Muñoz,
  • Cristobal Galleguillos,
  • Jose Valin

摘要

Virtual Reality (VR) is currently one of the most influential technological trends and is projected to grow significantly in the coming years. A defining feature of VR is its ability to fully immerse users in a digital environment, eliminating real-world distractions and enabling focused engagement with virtual processes. This study presents the design and implementation of a VR-based training application for the Charly4U CNC milling machine. Developed using the Unity3D engine, the tool offers an interactive, step-by-step simulation aimed at enhancing technical education and improving accessibility for users with limited machining experience. The application was tested with two user groups: engineering students and adolescents with cognitive disabilities from the ASPOC Onlus Lab. Usability was evaluated through the System Usability Scale (SUS), with results showing high user satisfaction and strong usability scores across both groups (SUS scores of 81 and 87, respectively). The findings support the effectiveness of immersive VR environments for skill development and inclusive education, demonstrating the potential of this approach to complement traditional CNC training methods in a safe and engaging way.