Virtual Circuits: An Augmented Reality Circuit Simulator for Engineering Students

Author(s):  
Pedro Lucas ◽  
David Vaca ◽  
Federico Dominguez ◽  
Xavier Ochoa
Author(s):  
Jorge Martín-Gutiérrez ◽  
Cristina Roca González ◽  
Melchor García Domínguez

This paper presents the results of a study designed to evaluate the effect of attending an intensive remedial course based on desktop augmented reality exercises to improve the spatial ability of freshman engineering students. Many of these students have problems in managing visual information or in creating mental models of objects represented by their orthographic projections. The study reports about research on comparison tests about the spatial skills of engineering students from two Spanish universities before and after performing a specific training for improving these abilities. The training was completed by 66 students as participants, considering a control group composed of 25 students from both universities. Results show that students from both universities improve their spatial ability and there is no statistical significance between students from both universities, neither before nor after training, so we may conclude that training’s effect on both universities is analogue.


Author(s):  
Kevin G. Kearney ◽  
Elizabeth M. Starkey ◽  
Scarlett R. Miller

Abstract Advancing virtual education through technology is an important step for engineering education. This has been made evident by the educational difficulties associated with the 2020 Covid-19 pandemic. Maintaining educational standards while using virtual learning is something possibly solved through researching new educational technologies. A potential technology that can enhance virtual education is Augmented Reality, since it can show information that would otherwise not be easily experienced or obtained. Traditional learning tools fail to offer the ability to control objects and explore numerous perspectives the way augmented reality can. Augmented reality can be even further enhanced through the addition of animation. Animation could add the ability to see motion, increasing overall understanding as well as increasing the motivation to learn. When motion is not visualized, it must be perceived, which can increase cognitive load and cause the limitations of working memory to be met. Reaching the limits of working memory has been shown to negatively affect learning. Therefore, the purpose of this study was to identify the impact of digitizing product dissection on engineering student learning and cognitive load. Specifically, we sought to identify the impact of Augmented Reality and Animations through a full factorial experiment with 61 engineering students. The results of the study show that the virtual condition with animation exhibited increased effectiveness as a learning tool. It also showed that augmented reality is not significantly different than a virtual environment in the context of product dissection. The results of this study are used to explore future uses of augmented reality and animation in education, as well as lay the groundwork for future work to further explore these technologies.


Author(s):  
Cheng-Xian Lin ◽  
Nipesh Pradhananga ◽  
Shahin Vassigh

Abstract Sustainable building design and construction involves complex systems that require multidisciplinary teams from engineering, construction, and architecture, to design and analyze the systems at every stage of the process during the building’s life cycle. However, students who are the future work force are often trained in different disciplines across different colleges. When these students are grouped together to work on the building design and analysis, learning in a multidisciplinary environment could be both beneficial and challenging due to the difference in their background. In this paper, we report our experience and analysis of data examining the learning effectiveness of the undergraduate students from three cross-college departments in architecture, construction, and engineering. Using pre- and post-semester tests on selected building science problems, we have investigated how the student’s understanding of building science had changed through team projects. Particularly, for mechanical engineering students in the design of thermal/fluid systems classes, we analyzed whether a cross-college multidisciplinary team could do better as compared to a disciplinary-specific team within the same class. We also examined the potential effects of emerging technology, augmented reality, on student learning in the same team environment. It was interesting to find that students’ learning in discipline-specific teams can be improved as in the multidisciplinary teams, due to the challenges in the complexity of the projects.


Author(s):  
Luis Hernando Carmona-Ramírez ◽  
Vladimir Henao-Céspedes

<p class="0abstract">Augmented reality (AR) is an emerging technology that has permeated different spheres of life, one of them is education, and specifically the teaching-learning process at different educational levels and objects of study. For this reason, this paper presents the development of a learning model of quadric surfaces mediated by a mobile AR application and based on didactic engineering. The model was applied to a group of environmental engineering students of the Catholic University of Manizales. To obtain information on the use of the application and the learning results obtained, some intervention instruments were developed. The students stated that the use of AR allowed them to better understand the concepts of quadric surfaces, even more so in a time of pandemic by COVID-19, where education was highly measured by ICTs.</p>


2018 ◽  
pp. 881-899
Author(s):  
Derya Bozdogan ◽  
Buket Kasap ◽  
Utku Kose

Introducing an intelligent augmented reality based M-learning application designed and developed for improving engineering students' English language skills, this chapter reports a work-in-progress that focuses on system design procedure. The application consists of Artificial Intelligence (AI) based functions to ensure an effective learning flow while taking advantages of game-based learning by providing a story board structure with a content tree. Four design principles “fair use, flexible use, fault tolerance, educational climate” by Elias in addition to Stockwell and Hubbard's principles for mobile supported language learning have been taken into account. Furthermore, the proposed system here employs an effective approach combining both real and virtual environments to achieve an Augmented Reality based learning experiences for students. After the introduction of the application, the chapter outlines how it will be processed in the future.


Author(s):  
Derya Bozdogan ◽  
Buket Kasap ◽  
Utku Kose

Introducing an intelligent augmented reality based M-learning application designed and developed for improving engineering students' English language skills, this chapter reports a work-in-progress that focuses on system design procedure. The application consists of Artificial Intelligence (AI) based functions to ensure an effective learning flow while taking advantages of game-based learning by providing a story board structure with a content tree. Four design principles “fair use, flexible use, fault tolerance, educational climate” by Elias in addition to Stockwell and Hubbard's principles for mobile supported language learning have been taken into account. Furthermore, the proposed system here employs an effective approach combining both real and virtual environments to achieve an Augmented Reality based learning experiences for students. After the introduction of the application, the chapter outlines how it will be processed in the future.


2020 ◽  
Vol 8 (3) ◽  
pp. 67-86
Author(s):  
S. Ignat'ev ◽  
Z. Tret'yakova ◽  
Marianna Voronina

The research relevance is due to the growing interest of teachers in introducing Augmented Reality (AR) technologies into the course of Engineering and Computer Graphics (ECG). The research aims to study the current state of knowledge and practice of existing courses using AR-technologies, including those for geometric-graphic training of high educational institutions students. The research object was the subject readiness of engineering students to master graphic disciplines based on the AR-concept. More than 200 scientific papers published between 2005 and 2020 were selected to review the qualitative and quantitative AR-research in the education area. For this purpose, the following factors were taken into account: category of educational institution and student, publication year, academic discipline, AR-technologies. Have been presented examples for AR-technologies implementation at different levels of education, such as preschool, school, higher and special ones. Special focus has been on consideration of teachers’ experience related to AR-technologies introducing in geometric training courses. It has been revealed that at present the AR-concept has gained popularity not only among designers, but also among schoolteachers, as well as among engineering high educational institutions’ lecturers. The lack of sufficient amount of scientifically based and tested programs and training materials for student teaching on ECG using AR has been proved. The necessity for further scientific research in the area of AR application to teach students on ECG has been justified. The research base was St. Petersburg Mining University. The paper materials may be useful for high educational institutions’ lecturers, schoolteachers, and parents.


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