Integration of a Real-Time Remote Experiment Into a Multi-Player Game Laboratory Environment

Author(s):  
Serdar Tumkor ◽  
Mingshao Zhang ◽  
Zhou Zhang ◽  
Yizhe Chang ◽  
Sven K. Esche ◽  
...  

While real-time remote experiments have been used in engineering and science education for over a decade, more recently virtual learning environments based on game systems have been explored for their potential usage in educational laboratories. However, combining the advantages of both these approaches and integrating them into an effective learning environment has not been reported yet. One of the challenges in creating such a combination is to overcome the barriers between real and virtual systems, i.e. to select compatible platforms, to achieve an efficient mapping between the real world and the virtual environment and to arrange for efficient communications between the different system components. This paper will present a pilot implementation of a multi-player game-based virtual laboratory environment that is linked to the remote experimental setup of an air flow rig. This system is designed for a junior-level mechanical engineering laboratory on fluid mechanics. In order to integrate this remote laboratory setup into the virtual laboratory environment, an existing remote laboratory architecture had to be redesigned. The integrated virtual laboratory platform consists of two main parts, namely an actual physical experimental device controlled by a remote controller and a virtual laboratory environment that was implemented using the ‘Source’ game engine, which forms the basis of the commercially available computer game ‘Half-Life 2’ in conjunction with ‘Garry’s Mod’ (GM). The system implemented involves a local device controller that exchanges data in the form of shared variables and Dynamical Link Library (DLL) files with the virtual laboratory environment, thus establishing the control of real physical experiments from inside the virtual laboratory environment. The application of a combination of C++ code, Lua scripts [1] and LabVIEW Virtual Instruments makes the platform very flexible and expandable. This paper will present the architecture of this platform and discuss the general benefits of virtual environments that are linked with real physical devices.

Author(s):  
El-Sayed Aziz ◽  
Chenghung Chang ◽  
Felipe Arango ◽  
Sven K. Esche ◽  
Constantin Chassapis

Recently, the potential of using commercially available computer game engines to implement virtual engineering experiments (which represent pure computer simulations) has been explored by various educational institutions. Using a game engine in conjunction with a corresponding software development kit, it is possible for educators to replace the content of an existing computer game with educational content, thus creating virtual laboratory environments. The utilization of game engines for educational purposes is expected to increase the degree of immersive presence of the students engaging in such game-based laboratory exercises as well as the level of interactivity between the students. This paper will discuss the integration of a game-based virtual laboratory environment with remote experiments conducted using actual physical devices. In particular, the paper will focus on possible ways in which the data transfer between a computer game engine and an existing remote laboratory experiment can be accomplished. Strategies for the extraction of laboratory experiment data and for the conversion of data formats are discussed. Possible methods by which the laboratory experiment output data is accessed and displayed are also addressed. Some of the key questions affecting the possible process flows are if and at what point the laboratory experiment mode of interaction should switch from the game engine to the remote laboratory experiment and then switch back to the game engine, and whether or not the user should know that and when it occurred. Finally, the paper will present a sample implementation of a virtual laboratory, into which a specific remote experiment was integrated.


Author(s):  
Yizhe Chang ◽  
El-Sayed Aziz ◽  
Sven K. Esche ◽  
Constantin Chassapis

Current online laboratory systems based on either remotely operated hardware or pure software simulations are often criticized for lacking experimental setup experience and for being limited to the data collection and result analysis aspects of traditional hands-on laboratories. One possible solution for overcoming these shortcomings is to use a multi-player computer game engine for implementing interactive laboratory environments. Taking advantage of game technology, the students are enabled to simultaneously interact with laboratory equipment in the virtual laboratory and to communicate with each other through voice or chat. In particular, assembling the experimental equipment before using it in some experimental procedure can become part of the laboratory exercise. In this article, a virtual gear design laboratory environment for a junior-level undergraduate mechanical engineering course on mechanisms and machine dynamics is presented. This virtual laboratory environment implemented using a multiplayer computer game engine provides the students with the flexibility to perform various experiments related to the concepts of the fundamental law of gearing and to planetary motion of gears. In this environment, the students can work in teams to interactively select and cooperatively assemble gear train components piece by piece into a more complex experimental apparatus. This article describes the assembly logic that is used to combine individual components into experimental setups as part of the experimental procedure in student laboratories. Furthermore, the game environment can be equipped with functionality for monitoring the students’ progress and learning outcomes, thus enabling skill-based assessment.


2003 ◽  
Vol 36 (12) ◽  
pp. 31-36 ◽  
Author(s):  
Giuseppe Carnevali ◽  
Giorgio ButtazzQ

2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Luis Carlos Petry

Abstract: This paper aims to bring forth some ontological elements that we believe are fundamental to a wider philosophical basis of the Metaverses. We start from some indications presented by physical experiments which reproduce virtual environments in real time, searching for its eidetic-methodological relations with genetic epistemology and construtivism, showing that the structures of physical interfaces, which are founded in virtual experiments, dialogging with the concepts of body, mind, projection, cognition, and other concepts, which are present in the possible formulation of an ontology of the virtual worlds and the Metaverses. We conclude the paper with the idea of the necessity to think the issue of the ontological fundamentation of cyberspace and its metaverses.


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