Evaluating the Effectiveness of Virtual Reality As an Interactive Educational Resource for Additive Manufacturing

Author(s):  
John K. Ostrander ◽  
Conrad S. Tucker ◽  
Timothy W. Simpson ◽  
Nicholas A. Meisel

Demand for a highly skilled workforce in the field of additive manufacturing (AM) is growing but is underserved due to limited academic course offerings and high barriers for incorporating industrial AM systems into education. Virtual reality (VR) is proposed as a medium to help teach introductory concepts of AM to a broader audience in an interactive, scalable manner. Before implementing VR as a standard tool to teach the concepts of AM, we must evaluate the effectiveness of this medium for the subject. Our research aims to answer the question: can VR be used to teach introductory concepts of additive manufacturing in a way that is as effective as teaching the same concepts in a physical setting? The research looks at the learning differences between two groups: (1) students exposed to an interactive AM lesson in a traditional physical setting and (2) students exposed to the same lesson within a virtual environment. The study assesses participants’ AM knowledge through pre-/post-AM lesson evaluation. AM conceptual knowledge gained and changes in self-efficacy are evaluated to make an argument for the effectiveness of VR as an AM learning tool.

2019 ◽  
Vol 142 (5) ◽  
Author(s):  
John K. Ostrander ◽  
Conrad S. Tucker ◽  
Timothy W. Simpson ◽  
Nicholas A. Meisel

Abstract Limited academic course offerings and high barriers to incorporate industrial additive manufacturing (AM) systems into education has led to an underserved demand for a highly skilled AM workforce. In this research, virtual reality (VR) is proposed as a medium to help teach introductory concepts of AM in an interactive, scalable manner. Before implementing VR as a standard tool to teach introductory concepts of AM, we must evaluate the effectiveness of this medium for the subject. We test the hypothesis that VR can be used to teach students introductory concepts of AM in a way that is as effective as teaching the same concepts in a real-world physical setting. The research also explores differences in learning between participants who engage in a hands-on interactive lesson and participants who engage in a hands-off passive lesson. The study assesses participants’ AM knowledge through pre-/post-AM lesson evaluation. AM conceptual knowledge gained and changes in self-efficacy are evaluated to make an argument for the effectiveness of VR as an AM learning tool. Our findings in this research indicate that both interactive and passive VR may be indeed used to effectively teach introductory concepts of AM; we also found advantages to using interactive VR for improving AM self-efficacy.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


2021 ◽  
Vol 13 ◽  
pp. 197-212
Author(s):  
Hanna Kuliga

The presented article covers the subject of creating one’s identity in a virtual reality of video games, in the perspective of LGBT characters and their influence on the exploration of the sexual identity of a gamer. It describes the means by which the user has the ability to experiment with and express their identity, putting an emphasis on the role of immersion and cultural reflection in this process. The fol-lowing presented issues concern the representation of sexual minorities and negative phenomena that are present in the virtual space (such as queerbaiting), which have an impact on both the user, as well as the game industry. It emphasizes the role of the appearance of LGBT characters in this medium, which potentially can positively influence the player and producer communities. In this article I also describe three examples of non-heteronormative characters and their importance to users and developers of the given games.


Author(s):  
Siham G. Farrag ◽  

The professional skills are essential for engineering student along with conceptual knowledge. The main objective of this paper is to explore an innovative assessment practice that was implemented to enhance teaching and learning for an undergraduate student in Civil Engineering. The practice was developed to increase students’ engagement, and encourage collaboration and critical thinking to achieve sustainable learning. Emerging technology and e-tools were the key of improve this practice. The practice was evaluated through students’ performance during the semester, and through the analysis of student’s feedback, peer review and external feedback. Generally, the feedback demonstrated the effectiveness of this practice in improving students’ understanding of the subject area and their academic performance. The total satisfaction was more than 90% and showed students’ satisfaction with the pedagogy adopted. The results showed a significant improvement in students’ performance in both internal and external marks. The final exam average increased by 20% and the total average increased by 15.4 % from the previous semester. This paper highlights the importance of linking learning and assessment as a core part of the teaching and learning process.


2020 ◽  
Vol 1 (1) ◽  
pp. 70-80
Author(s):  
Ekerin Oluseye Michael ◽  
Heidi Tan Yeen-Ju ◽  
Neo Tse Kian

Over the years educators have adopted a variety of technologies in a bid to improve student engagement, interest and understanding of abstract topics taught in the classroom. There has been an increasing interest in immersive technology such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). The ability of VR to bring ideas to life in three dimensional spaces in a way that is easy for students to understand the subject matter makes it one of the important tools available today for education. A key feature of VR is the ability to provide multi-sensory visuals and virtual interaction to students wearing a Head Mounted Display thus providing students better learning experience and connection to the subject matter. Virtual Reality has been used for training purposes in the health sector, military, workplace training, gamification and exploration of sites and countless others. With the potential benefits of virtual technology in visualizing abstract concepts in a realistic virtual world, this paper presents a plan to study the use of situated cognition theory as a learning framework to develop an immersive VR application that would be used to train and prepare students studying Telecommunications Engineering for the workplace. This paper presents a review of literature in the area of Virtual Reality in education, offers insight into the motivation behind this research and the planned methodology in carrying out the research.


2004 ◽  
Vol 12 (1) ◽  
pp. 18-21 ◽  
Author(s):  
Simon Egenfeldt‐Nielsen

This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II. The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group work, teacher preparation, perception of games, class size, priority issue. It is concluded that these factors add up to a tremendous workload on teachers that wish to engage with educational computer games and demands that the teacher possesses a variety of skills.


2020 ◽  
pp. 155-172
Author(s):  
Anthony Head ◽  
Leila Sujir

The chapter explores the development of Elastic 3D Spaces as a research group, its span of inquiry, along with developments to date, using old and new technologies, including stereoscopy and augmented and virtual reality. Elastic 3D Spaces alludes to the space in front of a screen where images appear when using stereo to create 3D, where objects pop out of the screen. The perception of depth stretches if the viewer can move, hence elastic space. The chapter explores art projects whilst positioning the subject area involving both arts and science researchers and explains the topics it covers. Elastic 3D Spaces is interested in comparisons between 3D experiences and stereo 3D experiences from projection to virtual reality.


Author(s):  
Giovanni Vincenti

Fear of flying is a common problem that many people have to face. As varied as the causes may be, all kinds of fears have many aspects in common. Much is known to us about fear, and the fields of psychology and psychiatry teach us that many times we can conquer fears simply by exposing the subject to the dreaded object. Human-Computer Interaction has branched even in this direction, including the treatment of phobias. With the help of Virtual Reality researchers around the world have recreated using a computer the way that psychologists and psychiatrists cure fears, adding a twist. Many times patients are supposed to go the extra mile and expose themselves, little by little, to what they are afraid of. Virtual Reality brings this type of exposure directly to the patient, with the comfort that such fear can be stopped at any time, since it is only a computer simulation. The most successful studies have been performed on arachnophobia, or the fear of spiders. There are also studies that deal with the fear of heights and the fear of public speaking. Some studies have also been performed on addressing the fear of flying using a virtual environment. This work is a review of such methods, and an explanation of the principles behind the motivation for these studies.


Robotics ◽  
2019 ◽  
Vol 8 (3) ◽  
pp. 73 ◽  
Author(s):  
Kevin Castelli ◽  
Hermes Giberti

This paper aims to describe how additive manufacturing can be useful in enhancing a robotic course, allowing students to focus on all aspects of the multidisciplinary components of this subject. A three-year experience of the course of “robotic system design” is presented to support the validity of the use of this technology in teaching. This course is specifically aimed at Master of Science (MSc) Mechanical Engineering students and therefore requires one to view the subject in all its aspects including those which are not conventionally taken into consideration such as mechanical design, prototyping and the final realization.


2019 ◽  
Vol 292 ◽  
pp. 01042
Author(s):  
Miroslav Musalek ◽  
Ivan Kovar ◽  
Tomas Sysala

The subject of this article is to find out if there is any possibility that virtual reality (VR) can help to heal the people with attention deficit hyperactivity disorder (ADHD). The aim of the suggested and realized pre-research was to find out if it is possible to help children to deal with ADHD. We organized a pre-research with the use of Samsung Gear VR device on a small sample of examined respondents with ADHD. Initial results are obtained from questionnaire method of a specialized test SNAP-IV. Table shows improvement of mental state of respondents in case of use new modern VR methods. Treatment of ADHD is often difficult, take a lot of time and it is performed mostly with pharmaceuticals or hypnotic sleep medications. This pre-research presents a method that could speed up therapy and also reduce the use of pills which is very important. Discussion and evaluation of the pre-research are included.


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