Conference paper 2026

Developing AssemVR: A VR Immersive Learning Environment for Automotive Assembly in Malaysian TVET

Lecture Notes in Mechanical Engineering
Conference · pp. 489-497
Abstract

Malaysia’s TVET sector faces challenges in providing effective automotive assembly training due to limited resources, equipment, and industry exposure. Virtual Reality (VR) technology offers a promising solution to address these limitations by creating immersive and interactive learning experiences. This paper focuses on the development of AssemVR, a VR-based training platform designed to enhance automotive assembly skills among Malaysian TVET students. By integrating VR technology with automotive assembly curriculum by implementing the event interaction on handling the car components, AssemVR aims to provide learners with hands-on experience, improve skill acquisition, and bridge the gap between academia and industry. The development process involves designing realistic VR simulation using Unity3D and XR interaction toolkits, creating interactive learning modules by adapting the Graphical User Interface (GUI), and incorporating instructional design principles to optimize learning outcomes. For future recommendations, AssemVR can be incorporated with Artificial Intelligence (AI) aspect to provide real-time feedback on learners’ performance in which, AI algorithms can be used to analyzed learner’s actions, movements, and decision-making within the VR environment to identify areas for improvement. This paper contributes to the advancement of VR-based education and training in the automotive sector, as well as exploring the synergistic potential of VR and AI in developing intelligent learning environments. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2026.

Keywords

Author Keywords

Workforce development Automotive assembly simulation Industry revolution 4.0 (IR 4.0) TVET education Virtual Reality (VR)

Index Keywords

E-learning Learning systems Curricula Engineering education Personnel training Workforce development Education computing Students Computer aided instruction Assembly Automotive industry Educational technology Industry 4.0 Learning algorithms Virtual addresses Virtual reality Assembly simulation Automotive assemblies Automotive assembly simulation Immersive learning Industry revolution 4.0 Malaysians TVET education Virtual reality technology Graphical user interfaces
Author Affiliations
Faculty of Computing, Universiti Malaysia Pahang Al-Sultan Abdullah, Pekan, Pahang, Malaysia, Centre for Advanced Industrial Technology, Universiti Malaysia Pahang Al-Sultan Abdullah, Pekan, Pahang, Malaysia
Faculty of Computing, Universiti Malaysia Pahang Al-Sultan Abdullah, Pekan, Pahang, Malaysia
Exverses, Kuala Lumpur, Malaysia
Funding & Acknowledgements
Universiti Malaysia Pahang, UMP
Grant: PPU230102
The authors would like to thank Universiti Malaysia Pahang Al-Sultan Abdullah for providing financial support under Teaching and Learning Grant PPU230102 and Tabung Persidangan Dalam Negara (TPDN) for the financial support.
Universiti Malaysia Pahang, UMP
The authors would like to thank Universiti Malaysia Pahang Al-Sultan Abdullah for providing financial support under Teaching and Learning Grant PPU230102 and Tabung Persidangan Dalam Negara (TPDN) for the financial support.
References 10 References
1 undefined
2 González-Ortega, David, Comparative analysis of kinect-based and oculus-based gaze region estimation methods in a driving simulator, Sensors (Switzerland), 21, 1, pp. 1-26, (2021)
3 Joshi, Sayali, Implementing Virtual Reality technology for safety training in the precast/ prestressed concrete industry, Applied Ergonomics, 90, (2021)
4 Vaughan, Neil, CPR virtual reality training simulator for schools, Proceedings - 2019 International Conference on Cyberworlds, CW 2019, pp. 25-28, (2019)
5 Jou, Min, Investigation of effects of virtual reality environments on learning performance of technical skills, Computers in Human Behavior, 29, 2, pp. 433-438, (2013)
6 Abulrub, Abdul Hadi G., Virtual reality in engineering education: The future of creative learning, International Journal of Emerging Technologies in Learning, 6, 4, pp. 4-11, (2011)
7 Mousavi, Maryam, Opportunities and constraints of virtual reality application in international and domestic car companies of Malaysia, Proceedings - 2012 14th International Conference on Modelling and Simulation, UKSim 2012, pp. 273-277, (2012)
8 Jalil, Muhammad Zuhairi Abdul, Development and Evaluation of an Augmented Reality Chiller System Simulator for TVET Teaching, Journal of Technical Education and Training, 16, 1, pp. 40-55, (2024)
9 Firu, Adrian Ciprian, Virtual reality in the automotive field in industry 4.0, Materials Today: Proceedings, 45, pp. 4177-4182, (2020)
10 Mulders, Miriam, Virtual Reality in Vocational Training: A Study Demonstrating the Potential of a VR-based Vehicle Painting Simulator for Skills Acquisition in Apprenticeship Training, Technology, Knowledge and Learning, 29, 2, pp. 697-712, (2024)
Quick Actions
Full Text via DOI
Citation Metrics
0
Times Cited (Scopus)

References 10
Document Identifiers