scholarly journals Integration of Simulation Systems into the Software and Hardware Platform of Virtual Training Complexes

2021 ◽  
Vol 2096 (1) ◽  
pp. 012032
Author(s):  
D Dedov ◽  
A Nazarova ◽  
D Teselkin

Abstract The implementation of training complexes based on virtual reality for the training of specialists in machine-building, chemical, mining and other industries is associated with the need to solve a number of tasks. These include simulating various physical processes (temperature, humidity, and air pressure), loads (speed of movement and angle of inclination of the surface), and other external factors that cannot be reliably simulated in virtual reality. Therefore, an urgent task is to integrate various simulation systems into the software and hardware platform of virtual training complexes, which will provide a realistic immersion in the subject area due to virtual reality, as well as simulate the necessary external influences on the student. The paper considers this process by the example of integration of a simulation system of physical loads into virtual training complexes. The basis of the simulation system under consideration is a controlled treadmill. The use of treadmills allows students to develop muscle memory, perform physical training and increase the degree of immersion in virtual reality, which positively affects the effectiveness of their training. However, their integration requires the solution of a number of practical tasks for the transfer of information between the individual subsystems of the virtual training complex. The paper considers algorithms and software for solving these problems. The described approaches can be used to integrate various simulation systems into the software and hardware platform of virtual training complexes for the organization of comprehensive training of specialists.

Author(s):  
Nuno M. Garcia ◽  
Nuno Pombo ◽  
Torsten Braun ◽  
Francisco Flórez-Revuelta ◽  
Ivan Chorbev ◽  
...  

UNSTRUCTURED The increased availability of devices that can record every aspect of a person’s life will allow the recording of a large amount of data that will be primarily useful for that particular user. These devices and their data will place each and every one of us at the doorstep of the era of personal big data. Using this data, in a not so distant future, we will be able to set a personal digital life coach, a digital platform that will act at an individual level, but also considering a global interaction, not only as a social networking tool, but as a platform that will profit from the individual experiences of its users. This position paper focuses on the identification of the milestones that will mark the creation of such a software and hardware platform, by exploring the opportunities and challenges that it poses to the computer science researchers, and how such a solution can be designed to be a user-adoptable lifestyles monitoring and training tool.


2013 ◽  
Vol 339 ◽  
pp. 69-73 ◽  
Author(s):  
Ying Jian Wang

The high-voltage live working robot is a special-type robot developed recently and has a huge potential for development due to the complexity and diversity of tasks as well as the demanding and dangerous operating environment. The application of virtual reality technology in the robot field enables the complex movements to be reproduced in the virtual simulation system, which could either test the rationality of robots structural design, or train the operators. To solve this problem, the 3D simulation system of high-voltage live working robot is designed and developed to provide a virtual research platform for the R & D personnel to study robot manipulator motion as well as the virtual training platform for robot operators.


Author(s):  
Ho Trung Thanh ◽  
Tran Duy Thanh

The studies by Davis B, Summers M (2015), and E. Dale (1969) showed that learners can remember 20% of what they listen, 30% of what they see and as high as 90% of what they simulate. While training institutions have not had conditions to coordinate with enterprises to train together with practice, simulation system or virtual reality can create the second perfect scenario for learners to interact with different people in and out of that environment. Based on Davis B, Summers M (2015), E. Dale (1969), experience in using a variety of learning and teaching methods in e-commerce major and working with enterprises, the authors propose the establishment of simulated electronic markets for effectively deploying the “learning by doing” method as well as for the research and application of e-commerce models and solutions via simulation systems. The results, discussions and proposal for simulated electronic markets are summarized in this paper.  


2020 ◽  
Vol 329 ◽  
pp. 03075
Author(s):  
Petr A. Nikishechkin ◽  
Sergey S. Ivashin ◽  
Vitaly E. Chernenko ◽  
Andrey A. Malykhanov ◽  
Nikita V. Dolgov

The article deals with the issues of improving the efficiency of production and logistics systems (PLS) of machine-building enterprises through the joint use of MES/APS systems and simulation systems for verification of production plans and decision support. The possibility of using the PlantTwin simulation system on the example of a small machine- building enterprise is considered. Simulation of the operation of the enterprise’s PLS when performing a given production program is performed. Based on the results of simulation modeling, a number of organizational and technological proposals and recommendations for improving the efficiency of the enterprise’s PLS were formed. The proposed solutions were verified by making changes to the simulation scenario and obtaining new results showing their effectiveness.


2021 ◽  
Author(s):  
Cheyanne Mari Yanez

The increased availability of devices that can record every aspect of a person’s life will allow the recording of a large amount ofdata that will be primarily useful for that particular user. These devices and their data will place each and every one of us at thedoorstep of the era of personal big data. Using this data, in a not so distant future, we will be able to set a personal digital lifecoach, a digital platform that will act at an individual level, but also considering a global interaction, not only as a socialnetworking tool, but as a platform that will profit from the individual experiences of its users. This position paper focuses on theidentification of the milestones that will mark the creation of such a software and hardware platform, by exploring theopportunities and challenges that it poses to the computer science researchers, and how such a solution can be designed to be auser-adoptable lifestyles monitoring and training tool.


2021 ◽  
Vol 2096 (1) ◽  
pp. 012029
Author(s):  
D Dedov ◽  
V Vostrikova ◽  
E Surkova

Abstract Comprehensive training of specialists in machine-building, chemical and mining industries requires the use of modern means of education. The use of software and hardware platforms based on virtual reality technologies and controlled treadmills allows for a high level of immersion in the learning process and the development of the necessary practical skills. However, the existing control algorithms for treadmills have a number of disadvantages: the effect of lag, low adaptability to human actions. The paper discusses several approaches to organizing the management of a software and hardware platform to improve the quality of movement in virtual reality. Linear and nonlinear algorithms have been developed and have been tested, and the quality of human movement in virtual reality has been made. The nonlinear modified algorithm has allowed to obtain the best results and to reduce the amplitude of oscillations relative to the initial position.


2021 ◽  
Author(s):  
B. L. McGee ◽  
Lisa Jacka

Virtual reality in one form or another has been around for over 50 years, most notably in entertainment and business environments. Technology-focused teachers have been leading the way with attempts at utilising and integrating virtual reality into K-12 and Higher Education. However, as quickly as technology changes so does the enthusiasm for the use in educational contexts. Much of this is due to the high-level cost (time and money) with no evidence-based educational return. In 2020 the global pandemic forced the education sector to innovate to provide authentic learning environments for students. The time is right for virtual reality to take centre stage. Over 171 million people worldwide currently use virtual reality, and the market in education is expected to grow by 42% over the next five years. This paper focuses on a range of virtual reality literature encompassing work across the spectrum of software and hardware, identifying where more educational implementation and research needs to be done and providing a perspective on future possibilities focusing on current affordances.


2015 ◽  
Vol 26 (s1) ◽  
pp. S747-S756 ◽  
Author(s):  
Dangxiao Wang ◽  
Siming Zhao ◽  
Teng Li ◽  
Yuru Zhang ◽  
Xiaoyan Wang

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