scholarly journals The Design of Mini CNC Assembly Simulator Based on Virtual Reality Toolkit (VRTK)

2021 ◽  
Vol 2111 (1) ◽  
pp. 012019
Author(s):  
C A J Malik ◽  
S Hadi

Abstract Information and communication technology development today has provided the latest innovation in didactic world. One of such innovation is the usage of virtual reality (VR) as learning media. The application of virtual reality in learning environment started to be adopted because VR is considered more capable to explain learning material when compared with other learning material. Moreover, learning with VR has the capability for student to learn independently anytime and anywhere. One of VR utilization in learning environment is to use it in a Mini CNC machine assembly simulator. The learning media is meant to be used to improve student skill in assembling a Mini CNC machine independently. This research uses Research and Development method with waterfall model which has several stages which are communication, planning, modelling, construction, and deployment. However, this research only aims up to construction stage, because this research focuses on media functionality test. The media black box research has shown that the media is capable to function as expected.

2017 ◽  
Vol 2 (1) ◽  
Author(s):  
Daniel Raditya Donny Eryanto ◽  
Jasson Prestiliano

The solar system is an astronomy subject which is taught in Elementary Schools, particularly in Grade 6. This subject requires the teachers to teach creatively because the lecturing method in teaching is too common. Besides, in learning this topic, the media is highly needed to help students understand and comprehend the materials given. The media used in the current learning process is considered not sufficient because of the limited teaching aids and learning media. Therefore, based on the technology development, there are many multimedia technologies. One of them is VR which provides real-time interaction to what is displayed in the application. Hence, a design of learning media for the solar system lesson using animation and virtual reality was developed. This study aims to help students who are studying this lesson to have a better understanding of the lesson since they can interact directly with what they are learning.


CCIT Journal ◽  
2015 ◽  
Vol 9 (1) ◽  
pp. 77-86
Author(s):  
Lusyani Sunarya ◽  
Po Abas Sunarya ◽  
Jasmine Dara Assyifa

The development of visual communication media at this time is very helpful in supporting information and communication. But often presented visual communication  media  are  less  effective  and appropriate. While so many universities in Indonesia, the increasingly fierce competition in attracting new students. Media Visual Communication can be applied to college in introducing or raising the image and popularity or promote and provide information to prospective students. In essence, in this case the effectiveness of media campaigns assessed in spreading information, influence or persuade prospective students and new student to join the university. The method used by the questionnaires to assess the effectiveness of implemented that have been implemented such as  brochures,  banners, posters, billboards, catalogs, paper bag,  flyers  and  merchandise.  In  conclusion,  this  article specifically assess visual communication media from case studies in Perguruan Tinggi Raharja considered effective and consistent contribution.. This study found a great opportunity to improve the promotion of additional digital marketing media campaign called the college through the  stages resulting in some visual communication media that can be received by the target audience. To create a media campaign needs planning in accordance with the background of the problem so that the media are made to overcome the problems encountered


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Biya Ebi Praheto ◽  
Andayani Andayani ◽  
Muhammad Rohmadi ◽  
Nugraheni Eko Wardani

Learning media always develops the following technological developments. Likewise, the media in learning is listening to Indonesian. The development of learning media is important. Adobe Flash-based media developed to facilitate lecturers and students in learning Indonesian listening skills in the Elementary School Teacher Education Study Program. Media that are designed to be interesting may not only train cognitive knowledge but also practice practical listening skills. Adobe Flash-based media for listening are designed by displaying several menus, namely the home menu, RPS (Semester Learning Plan), materials, practices, games, music, profiles, and references, as well as close menus appearing in accordance with the cross (x) to be used using the application. The hope media developed was able to assist lecturers in delivering learning material, as well as helping students learn well in the classroom and outside the classroom.


Author(s):  
David Philip Green ◽  
Mandy Rose ◽  
Chris Bevan ◽  
Harry Farmer ◽  
Kirsten Cater ◽  
...  

Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF by mainstream audiences, we need to be aware of challenges relating to the discovery of content and bear in mind the cost, inaccessibility and known limitations of consumer VR technology. However, we also need to set these issues within the context of the wider relationships between technology, society and the media, which have influenced the uptake of new media technologies in the past. To address this work, this article provides accounts by members of the public of their responses to VRNF as experienced within their households. We present an empirical study – one of the first of its kind – exploring these questions through qualitative research facilitating diverse households to experience VRNF at home, over several months. We find considerable enthusiasm for VR as a platform for non-fiction, but we also find this enthusiasm tempered by ethical concerns relating to both the platform and the content, and a pervasive tension between the platform and the home setting. Reflecting on our findings, we suggest that VRNF currently fails to meet any ‘supervening social necessity’ (Winston, 1996, Technologies of Seeing: Photography, Cinematography and Television. British: BFI.) that would pave the way for widespread domestic uptake, and we reflect on future directions for VR in the home.


2021 ◽  
Vol 2 (2) ◽  
pp. 121-127
Author(s):  
Amir Seto Aji

  In this digital era, all information and communication technology emhanched faster all the time. This issue gives a big chance on communication practice become more effective than before. Hence, to full the tight competition on digital era such as online media, the researcher wanted to investigate about applying ethic of journalist code in the online media and in journalist understanding to the ethic journalist code. The researcher used qualitative descriptive method which oriented on the field research and literature. On the other side, the qualitative research also directs into the finding of basic theory which is emphasized the process over the result. It also limits the research with the focus which has criteria on finding the trustwothiness dta. Based on the result on the research about applying ethic of journalist code in the Islamic rubrik OASE at Depok POS.com, online media in Depok POS always apply the ethic of journalist code with colaborate on that ethic such as the way which always used in the field by journalist and the ethic of journalist understanding are the specific detail and detail things which manage about how should the media worker such as journalist, editor, chief of reporter, news achor and every profession which can called a journalist can behave on ethic of journalist code. Further, ethic of journalist code is the basic of journalist thought.


2016 ◽  
Vol 14 (2) ◽  
pp. 64-78 ◽  
Author(s):  
Yong Sang ◽  
Yu Zhu ◽  
Honghua Zhao ◽  
Mingyan Tang

The modern web-based distance education overcomes space-time restriction of the traditional teaching forms. However, being short of specifically observable and operable experimental equipment makes the web-based education lack advantages in the knowledge learning progress, which needs strong stereoscopic effect and operability. Truck crane is the most widely used crane installed on ordinary or tailor-made chassis with strong operability. This paper introduces a kind of interactive truck crane simulation platform based on the virtual reality technology, on which can complete the simulation experiment of the crane's movement. The framework and working principle of the interactive truck crane simulation platform are discussed in the paper, while landing leg and hook are used as an example to show the motion control mechanism of truck crane components. The interactive truck crane simulation platform uses the browser-based structure, Java3D, virtual reality and Java Applet, etc. to develop a Web3D virtual reality learning environment, which has the advantages of good interaction, strong sense of reality, simple update, less investment and so on. This learning environment can meet the needs that many students study online at the same time, so it has important application in the distance education of mechanical profession and remote training of vocational skills.


2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
Mi Kyoung Jin ◽  
Hui Jeong Yun ◽  
Hye Sun Lee

In the field of technology education, virtual reality (VR) training has received significant attention in terms of its efficacy in use. Given its many advantages, there is a specific need to emphasize concrete measures for the implementation of VR training in the field of tech education. VR training based on mobile environments has been touted as a means of not only enhancing presence, flow, and learning authenticity, but also of minimizing spatial and temporal constraints. The present study has developed an evaluation tool for VR training contents, including those based on mobile environments. After categorizing VR training contents in the field of tech education into structure comprehension type, procedure learning type, and equipment experiment type contents, we constructed items for each evaluation area. The considered areas included learning, media, and content quality. By conducting Delphi surveys with a panel of experts, we confirmed that the derived evaluation items differed in number across different types of content. Under the learning area, satisfaction was found to be adequate for all content types. Items such as flow, interactivity, and learning effects were found to be adequate for procedure learning and equipment experiment type contents. The media area indicated marked variability in item adequacy depending on the content type. Usability was found to be adequate only for procedure learning type content. For equipment experiment type content, items such as presence, usability, and manipulability were all found to be adequate. All evaluation items under the content design area were found to be adequate across all content types. Thus, regardless of the type of content, it is necessary to fulfil the basic elements within the content design area in order to establish the efficacy of VR training as educational content in the field of tech education.


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