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ShodhKosh: Journal of Visual and Performing ArtsISSN (Online): 2582-7472
Digital Twins in Sculpture Studios: Enhancing Learning Dharmesh Dhabliya 1 1 Vishwakarma
Institute of Technology, Pune, Maharashtra, India 2 Department
of Computer Engineering, Bharati Vidyapeeth's College of Engineering, Lavale,
Pune, Maharashtra, India 3 Assistant
Professor, School of Business Management, Noida International University,
Greater Noida 203201, India 4 Department
of Mechanical Engineering, Suryodaya College of Engineering and Technology,
Nagpur, Maharashtra, India 5 Competent
Softwares, Pune, Maharashtra, India 6 Assistant
Professor, Meenakshi College of Arts and Science, Meenakshi Academy of Higher
Education and Research, Chennai, Tamil Nadu 600079, India
1. INTRODUCTION The accelerated adoption of digital technologies in creative learning has dramatically transformed the studio-based educational environment, especially in those fields where people usually interact with material and practice. The field of sculpture is taught through a combination of tactile inquiry, spatial thinking, and making, and is becoming ever more shaped by the use of computational technology of parametric modeling and digital fabrication and artificial intelligence Jover and Sempere (2025). It is in the context of this changing environment that the digital twin technology has presented itself as a prospective paradigm of improving learning through the production of dynamic virtual versions of physical studios, tools, materials, and creative processes. Digital twins were originally created to help with the optimization of engineering and industry, but they are currently becoming more applicable in educational settings where complicated interactions between physical and mental processes should be clarified and improved Dayoub et al. (2024). Traditional sculpture studios are limited in a number of pedagogical and operational ways. Cost of materials, safety considerations, permanent fabrication mistakes and limited access to the studio facilities tend to constrain the amount of experimentation that the learners can do. Additionally, most important phenomena like internal stress distribution, balance behaviour or material deformation are mostly not visible in physical making and conceptual comprehension is therefore reliant on long-term experience Buhalis et al. (2023). Such difficulties are also intensified in modern sculpture education, which is becoming more computational, fabricative at scale, and interdisciplinary in its team work. This has led to an increased desire to have learning environments that encourage experimentation, visualization and reflection without deeming the embodied practice of sculpture. Figure 1 |
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Table 1 Mapping of Digital Twin System Components to Learning Objectives and Assessment Metrics |
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System
Component |
Pedagogical
Function |
Learning
Objectives Addressed |
Assessment
Metrics |
|
Physical
Sculpture Studio |
Embodied
making and material engagement |
Material
understanding; spatial reasoning |
Artifact
quality; structural stability |
|
Sensors
& 3D Scanners |
Capture
geometric and process data |
Process
comprehension; form awareness |
Geometry
deviation; consistency |
|
Digital
Twin Core |
Predictive
exploration and analysis |
Structural
reasoning; design validation |
Simulation–execution
alignment |
|
Parametric
Controls |
Iterative
design exploration |
Creative
problem-solving |
Iteration
count; exploration depth |
|
AI
Analytics Module |
Behavior
and process analysis |
Metacognitive
awareness |
Error
reduction rate |
|
Visualization
Interfaces |
Interactive
comparison and review |
Visual–spatial
cognition |
Time-on-task;
interaction frequency |
|
Learning
Analytics & Feedback Engine |
Adaptive
guidance and reflection |
Self-regulated
learning |
Feedback
uptake; reflection logs |
|
Instructor
Dashboard |
Formative
monitoring |
Guided
progression |
Intervention
frequency |
Visualization and interaction interfaces, such as desktop and immersive AR/VR, are used to help learners become engaged. These interfaces allow making comparisons between predicted results in the simulation and the real results in the physical world so as to encourage visual-spatial cognition and reflective learning. Logs of interaction and system analytics are inputted into an engine of learning analytics and feedback that offers adaptive feedback to the learners and actionable insights to the instructors. This process will allow formative assessment in time and apply self-regulated learning without interfering with studio practice. The correspondence of the system components, learning objectives, and assessment strategies has been summarized in Table 1 that shows how each technological component facilitates pedagogical objectives and quantifiable learning outcomes. Outcome-based measurement of sculptural artifacts based on expert rubrics is a complement or supplement to process-oriented measures of assessment like iteration depth, prediction accuracy, and quality of reflection. Such a combined method of assessment maintains the qualitative richness of the studio assessment approach and brings quantitative rigor.
5. Case Study: Digital Twin Deployment in a Sculpture Studio
The given section is a case study exemplifying the application of the given digital twin-based sculpture studio in real life and its effect on the learning outcomes. The study was done in an undergraduate sculpture unit on form and structural exploration to prove the given framework in relation to its pedagogical efficiency, involvement of learners and its studio practicability. The atelier integrated both conventional sculptural materials and equipment with computerized resources of fabrication and sensing infrastructures, such as 3D scanners, motion sensors. The processing of the data was done on an edge device and the digital twin which consisted of the geometric models, the parametric controls and physics-based simulations ran on a specific compute node. Students used the system through the desktop workstations, and optional AR visualization was used to analyze space. One of the tasks required the students to design and make a free standing sculpture with a restriction in terms of balance, material used and steadiness. The workflow was iterative with the first step being physical prototyping with a synchronized data capture and the subsequent step being virtual simulation and parametric refinement via the digital twin. The simulation provided insights that would be used to make physical adjustments and create a continuous virtual-physical feedback loop.
Table 2
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Table 2 Sample Case Study Data from Digital Twin–Enabled Sculpture Studio |
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Student
ID |
Number
of Virtual Iterations |
Physical
Rework Attempts |
Prediction–Execution
Deviation (%) |
Material
Waste Reduction (%) |
Final
Artifact Score (0–10) |
|
S1 |
7 |
2 |
6.5 |
28 |
8.6 |
|
S2 |
5 |
3 |
9.2 |
22 |
7.9 |
|
S3 |
9 |
1 |
4.8 |
35 |
9.1 |
|
S4 |
6 |
2 |
7.1 |
26 |
8.4 |
|
S5 |
8 |
1 |
5.3 |
32 |
9 |
Table 2, summarize the exemplary data of the deployment of the digital twin sculpture studio. Multiple virtual replications were done to physical fabrication resulting in less rework attempts and less deviation of the predicted and actual forms. Reduced material waste and higher final artifact scores assert that decisions suing simulation resulted in increased structural accuracy and quality of the sculpture. Interactions between learners and the digital twin were also logged with the metrics of iteration count, simulation frequency, and deviation between prediction and realisation being recorded. Dashboard analytics were applied by instructors to monitor the progress and step in when structural problems were observed repeatedly or exploration was limited. In qualitative observation it was observed that there was more systematic experimentation than traditional studios that students tried various virtual alternatives before executing material. The evaluation of final artifacts by experts working on the structural integrity, conceptual correctness, and craftsmanship and process-oriented measures were combined. Students were less wasteful of materials and fewer errors were made in fabrication than their predecessors. Reflections also indicated that there was better insight in the balance, load distribution, and material behavior. Generally, the case study has validated the technical and pedagogical usefulness of digital twins in sculpture education, as they are useful in learning more and working in the studio more effectively.
6. Discussion
The results of the case study prove that a digital twin can be successfully implemented into a sculpture studio, and it might actually improve learning activities and creative results. The reduction in physical rework activities, less prediction-execution deviation, and better quality of the artifacts are observed, which altogether indicate that simulation-driven decision-making can assist in the efficient and reflective sculptural practice. These findings are consistent with the larger body of the educational literature that underlines the importance of the experiential learning environment with enhanced by real-time feedback and computational visualization. Pedagogically, the greater number of virtual reiterations before actual performance signifies the move towards intentional experimentation, one of the principal attributes of quality studio learning. The digital twin will help lower the cognitive and material cost of trial and error by allowing learners to experiment by hypothesis testing online to explore the form, balance, and material behavior more in-depth. The result is consistent with the previous research in design and Tiwari et al. (2025) engineering education where digital twins and simulation software have been provided to stimulate analytical thinking and iterative improvement without reducing hands-on interactions.
Figure 4

Figure 4 Relationship Between Virtual Design Iterations and Physical Rework Attempts.
The fact that prediction-execution deviation between the participants was relatively small implies that the digital twin was highly fidel to physical sculptural processes. Such technical robustness is essential to the adoption of simulations in education, where poor simulation may damage the confidence of learners in the results and also compromise the teaching worth. The findings substantiate the current study on physics-based modeling and parametric systems as shown in Figure 4 which highlights that transparent and explainable simulations do not replace the creative intuition but augment the conceptual knowledge. This trade-off between calculative precision and aesthetic expressiveness is especially important as far as sculpture education is concerned.
Figure 5

Figure 5 Prediction–Execution Deviation Observed Across Learners Using the Digital Twin System.
The decrease in the amount of material wastes moving into the final artifact and a positive correlation with the quality of the latter reflect the sustainability concerns of the digital twins-supported studios. The existing literature on digital fabrication and sustainable design education emphasizes the need to keep the number of resources to a minimum and keep the standards of creativity as shown in Figure 5. The case study implies that digital twins can put these principles into operation by making the learners oriented towards informed material use, which would ultimately make the creative pedagogy aligned with the sustainability concerns that are becoming more and more relevant in the modern art and design education.
Figure 6

Figure 6 Material Waste Reduction and Final Artifact Quality
Scores in the Case Study Cohort
Even though these positive results were achieved, the results should be interpreted in the view of some limitations. The test sample was relatively small and the implementation was in a controlled studio setting. Also, the level of engagement could have been affected by the familiarity of the learner with digital tools as shown in Figure 6. The future research should hence focus on longitudinal adoption in different institutional contexts and to understand the impact of different degrees of technical proficiency on learning pathways.
7. Limitations
Although the outcomes the digital twin-powered sculpture studio proved to be encouraging, there are a few limitations that are to be considered. One, a relatively small cohort conducted in a controlled studio setting was used to conduct the case study, which can restrict the extrapolation of the results to a wide range of institutional settings and population of learners. The variations in studio infrastructure, style of teaching and access to digital resources may affect the adoption as well as the outcome of learning.
Second, digital twin framework effectiveness is partially reliant on sensing and simulation components reliability and accuracy. False data acquisition, synchronization lag or simplified material models can impact on the prediction fidelity and trust in the system by learners. Although the existing use proved the reasonable correspondence of the virtual and the physical results, there is still a necessity of improving it to fit a greater variety of materials and sculpture techniques.
Third, all participants were not familiar with digital tools, which could present engagement and performance differences. Despite the system being designed to help the novice users due to intuitive interfaces and feedback, it still has an initial learning curve that requires attention at the expense of creative exploration in the short run. Lastly, the research paid much attention to short-term learning performance; the long-term effects on artistic growth, originality of creativity, and studio culture should be examined in more detail.
8. Conclusion
The study presents the idea of digital twins as a novel paradigm of enhancing the learning process in the studio in the field of art education. The suggested methodology will be based on the old paradigm of sculptural pedagogy with the addition of real-time data capture, virtual simulation, and feedback that could be offered to the learner without interrupting the process of interacting with the material and the degree to which the creative expression could take place. The digital twins are proved to be not only the means of visualisation, but the intermediaries of the pedagogy between embodied making and the wisdom of the computer. The article contributes a conceptual model of closed loop, a system architecture implementation and empirical research of a case study in a studio. The evidence leans towards the fact that workflows driven by digital twins reduce corporeal rework, make congruency in prediction execution, material intensity, facilitative reflective learning. These findings reveal how digital twins may promote deeper conceptual understanding, learners agency and long term studio activities. The proposed structure can be applied to other non-sculpture training hybrid pedagogies of architecture, design and performative arts. The implementation of immersive interfaces, AI-assisted personalization and robotic generation will be probable to increase digital twin empowered creative learning settings in the future.
CONFLICT OF INTERESTS
None.
ACKNOWLEDGMENTS
None.
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