Developing engineering students' capabilities through game-based virtual reality technology for building utility inspection

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Huai Jian Beh ◽  
Ali Rashidi ◽  
Amin Talei ◽  
Yee Sye Lee

PurposeThe construction site operates under a hazardous environment that requires a high level of understanding in building systems to minimise accidents. However, the current building education generally adopts paper-based learning approaches that lack hands-on experiences. Furthermore, to achieve Industrial Revolution 4.0 in line with any unforeseen pandemic, the most optimum solution is to transition from physical to technological-based building education. This paper aims to address the problems by proposing a game-based virtual reality (GBVR) for building utility inspection training.Design/methodology/approachThe feasibility of the GBVR for building the utility inspection training approach is validated on a sample of undergraduate engineering students through user experience (survey) and performance-based comparisons against traditional paper-based training method.FindingsThe results show that the developed GBVR training has higher system usability in terms of visual output and knowledge retention than paper-based training due to visualisation technologies. The GBVR training method has also higher user-friendliness because of the higher motivational and engagement factors through the adoption of virtual reality and game-based learning.Research limitations/implicationsGBVR training required a longer training duration and achieved a lower performance score (effectiveness) but can be improved by transitioning into hands-on tasks. This study has the potentials to be extended to vocational training platforms for competency development in the construction workforce by using cutting-edge extended reality technologies.Originality/valueThis paper portrays the benefits of integrating virtual reality technology in building education to overcome the low practicality and engagement of paper-based training.

Author(s):  
Linfeng Wu ◽  
Karen B. Chen ◽  
Edward P. Fitts

While sexual harassments are inappropriate behaviors in the society, the interpretation of and sensitivity toward sexual harassment can vary by individual. Differences across individuals, such as gender, may influence whether one interprets an action to be sexually harassing or not. Virtual reality technology enables human behavior assessment without interfacing with physical danger. The present work examined whether gender and body-gender transfer in VR influenced the perception of sexually harassing behaviors, and explored the utility of emerging technology in increasing one’s awareness of behaviors that may be considered sexually harassing. Participants (n=12) embodied in virtual characters of different genders and experienced seven sexually harassing scenarios in an immersive virtual environment in random order. In general, participants provided higher rating to the sensitivity toward sexual harassment in the VR harassment scenarios than those scenarios described on paper. There was an increase in participants’ sensitivity toward sexual harassment after experiencing sexual harassment scenarios from the perspective of the victim in VR. Participants perceived higher level of sexual harassment when they embodied in female avatars, which suggested there was an effect of VR with body-gender transfer on perception of sexual harassment. There were gender differences in awareness of harassing behaviors in VR environment, and VR may be a training method to narrow gender gap and increase awareness toward sexual harassment.


2013 ◽  
Vol 303-306 ◽  
pp. 2453-2457 ◽  
Author(s):  
Wu Chi ◽  
Qiu Shi Zhang ◽  
Liu Fan ◽  
Han Feng He ◽  
Ming Hong Su ◽  
...  

This paper introduces the basic concepts and characteristics of virtual reality technology briefly and analyzes the defects of the artificial guiding teaching of the current live working from the angle of skills and safety, combing the power grid’s physical characteristics and virtual reality techniques. By summing up the transmission live working running operating procedures, the methods and means of using virtual reality technology in the teaching and training of the transmission network for live working are proposed. Summary transmission live working training status and analyze the application prospect of the virtual reality technology in the power transmission network live working on the basis of summarizing the power transmission network live working training status. The transmission live working simulation training method brings a new look to the power companies and also does great benefit for the enhancement of the operators' skill level and the improvement of their security awareness of operating.


Author(s):  
John W. Brelsford

A study is directed at a comparison of Virtual Reality as an educational tool in physics instruction with standard, teacher-organized, or computer-aided learning. Findings generally indicated that virtual reality-based learning is superior to lecture-based control conditions. The dependent variable was a residualized knowledge of physics measure obtained from subjects four weeks following termination of training. As a training method, virtual reality was superior to the control condition at the four-week retention period. Such a finding supports cognitive theorists who argue that the lack of opportunities for hands-on, manipulation of objects in the physical world is one of the reasons children are often poor at intuitive physics. Virtual reality provides them the opportunity to develop manipulational skills they did not previously possess.


2021 ◽  
Vol 7 (4) ◽  
Author(s):  
Priyono Priyono ◽  
Edy Suprapto ◽  
Fahrizal Fahrizal ◽  
Basri K

The change in learning models from conventional to online due to the impact of the COVID-19 pandemic has changed the way of thinking, methods used, paradigms and learning approaches that prioritize independent learning online with internet facilities. Through the internet all information is available, but it still has to be shared and sorted according to the needs and information to be taught to students. For this reason, competent teachers are needed, not only pedagogically, socially and professionally, but also required to master learning technology. This training is conducted to train teachers in planning, designing, developing and operating webside-based e-learning in the learning process that will be carried out with their students. The training method is designed with an online training and face-to-face approach. The approach uses hands-on exercises, tutorials and follow-up consultations. The results of the training showed an increase in the knowledge and skills of teachers about learning media. Before the training, the average understanding of teachers about learning media got a value of 52, while after being given training it became 84. Then seen from the skills of making media, before training teachers could not create website-based media, but after being given training teachers could create and develop media webside based learning.


2012 ◽  
Vol 463-464 ◽  
pp. 1155-1159
Author(s):  
Yong Mei Jiang

With the producing process becoming more and more complex, Enterprise replies on automatic simulation system from more aspects. To improve the efficiency of automatic simulation system on training, method Design and platform update. The virtual Reality Technology is applied to simulation system and a novel method is proposed, the structure and workflow is interpreted details. Finally a application case about chemical industry control is introduced and the effective of technology proposed is proven.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mirza Rayana Sanzana ◽  
Mostafa Osama Mostafa Abdulrazic ◽  
Jing Ying Wong ◽  
Kher Hui Ng ◽  
Shams Ghazy

PurposeThis paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and knowledge retention while increasing edutainment value.Design/methodology/approachThis research design comprises three different methods of learning: lecture-based involving lecture slides, infographics, and a video, game-based involving an immersive VR game of oil rig exploration, and the combination of lecture and game-based. Participants of each method filled up a questionnaire before and after participation to measure the learning gain, memory, and knowledge retention.FindingsFrom the predominant findings of the study, the combined method demonstrated a significant increase in learning gain, memory, and knowledge retention and maybe a potentially suitable pedagogical tool.Research limitations/implicationsLimitations of the study include findings based on one VR game with a specific educational topic, additionally, it is suspected that having different participants for each of the three methods may have slightly affected the results, albeit to a limited extent.Practical implicationsFindings of this study will provide evidence that VR games can be used alongside traditional lectures to aid in the learning process. Educators can choose to include VR games into their curriculums to improve the educational delivery process.Originality/valueThis research contributes to ways of incorporating VR games into educational curriculums through findings of this study highlighting the combination of VR games with lectures.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Md. Zahid Hasan ◽  
Avijit Mallik ◽  
Jia-Chi Tsou

PurposeUnderdeveloped along with developing countries face enough crisis of human resources in high-tech industries. As a result, the amount of waste is higher along with less productivity. Highly qualified and smart employees are required as the term “Industry 4.0” introduces a lot of sophisticated and complex technologies that dominates productivity. But in those countries, to cope up with this terminology; neither the educational curriculum and method of teaching has been modified nor changed yet nor will be modified soon. So, the engineering students should be introduced with the aims and technologies of Industry 4.0 and its key technologies so that they can prepare themselves as highly skilled and qualified human resources besides academic courses.Design/methodology/approachThis article mainly depicts the causes of poor technical skills of the engineering students of Bangladesh and a new learning process has been proposed. The model proposed is basically inspired by Kaizen philosophy consisting of initiation, sharing and implementation cycles. The key aspects of human resource quality and the possibility of gaining innovative human resources for smart industries are given equal priority here. The prime factor to evaluate any learning outcome is quality and this research is a structured guideline to achieve sustainable quality education needed for “Industry 4.0” to engineering students.FindingsThis paper provides statistical analysis on “Fitness of undergraduate engineering students for Industry 4.0”. After applying the proposed methodology on 130 students from different public engineering institutes of Bangladesh, the significant improvement of effectiveness in learning various topics of “Industry 4.0” besides academic studies has justified the method to be a successful one measuring by the criteria for fitness of human resource. This research aims to clarify the sustainable and work-based learning goals and methods for Science, Technology, Engineering and Management (STEM) students and professional courses.Research limitations/implicationsThis is a research where the proposed methodology was applied upon academically enrolled engineering students and the result was very satisfactory. A sustainable learning strategy for developing professional skills from academic life can result in better productivity at the beginning of a career. However, this methodology can be applied for job holders or professionals besides their office hours thus it is the future scope of this research methodology.Originality/valueThis research represents the crucial factors related to technical education and skill development for the upcoming challenges and possible remedies needed for Industry 4.0. Therefore, students should become aware of their carrier challenges and the administration concerned for education to minimize the scarcity of skilled human resources needed for the Fourth Industrial revolution.


2020 ◽  
Vol 10 (3) ◽  
pp. 467-479
Author(s):  
Hyunjung Rhee ◽  
Jinyoung Han ◽  
Minha Lee ◽  
Young-Wan Choi

PurposeThis study explores the effects of interdisciplinary education on engineering students by observing students' competencies before and after the programme.Design/methodology/approachThe effects of interdisciplinary education were studied over three years through the use of a survey to test the social competencies of organisational life and the interdisciplinary competencies of college students. A total of 5,185 responses were collected from engineering students who took part in interdisciplinary education programmes. The survey was conducted during weeks 3 and 14 of each semester, and a comparison test was used to reveal any changes.FindingsAmong the 12 competencies developed or adapted, leadership significantly improved during all six semesters. Analytical thinking, interpersonal competency, professional attitude, global-mindedness, and creative attitudes also improved in some of the semesters.Research limitations/implicationsIt was not possible to control for the effect of classes that students were attending in addition to the targeted interdisciplinary class. However, this study was able to examine empirically the improvement of competencies for future engineers, and its findings provide a basis for future researchers to elaborate on other competencies as well.Originality/valueThe study recommends competencies needed by engineers working in the Fourth Industrial Revolution, examining the effects of interdisciplinary education on competency development. It contributes to strengthening the current trend in universities that seek to reform interdisciplinary education by empirically verifying its effectiveness.


Author(s):  
Heather C. Lum ◽  
Lisa Jo Elliott ◽  
Faisal Aqlan ◽  
Richard Zhao

Research into the viability of virtual reality (VR) systems goes back nearly five decades. Even so, Human Factors researchers utilizing this type of technology are by most estimates still relatively rare in the field. The following paper focuses on how virtual reality technology is evolving into a viable tool during the research process. A brief background followed by an overview of the major terminology relating to VR is followed by human factors related applications for use. The paper concludes by discussing how VR can be used in education and specific research being conducted to examine metacognitive skills for engineering students.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Yajun Zhang ◽  
Sang-Bing Tsai

Virtual reality technology has many characteristics, such as high immersion, dynamic interactive response, and multidimensional information digitization. These characteristics are needed by the combination of modern sports development and scientific and technological progress. The introduction of virtual reality technology into the field of sports will be conducive to the scientific training of sports competition and the digital research of technical theory and to the rapid development of modern sports. This paper constructs the framework of sports training based on virtual reality technology and designs a motion capture data algorithm based on behavior string, which successfully improves the advantages of virtual reality technology. In addition, the training experiment method is used to verify the effectiveness and superiority of the system, focusing on the high-school students learning tennis for the first time as the experimental object to study the differences in training effects between the traditional training method and the training method using virtual reality technology. The training effect of tennis is better than the traditional training method, and the difference is significant; the internal motivation of training psychology is better than the traditional training method, and the difference is significant. Compared with the traditional training method, this training method can stimulate students’ interest in training, improve students’ training effect, and promote students’ psychological internal motivation to continue training. This study provides useful enlightenment for the further application of virtual reality technology and in the modern sports training for various sports events.


Sign in / Sign up

Export Citation Format

Share Document