scholarly journals Tower crane simulator for innovative training system using virtual reality environment

Mechanik ◽  
2019 ◽  
Vol 92 (8-9) ◽  
pp. 582-584
Author(s):  
Klaudiusz Ziemek

In terms of this paper we are presenting a prototype version of the tower crane simulator being under investigation in Virtual Reality Department of The Central Institute of Labor Protection. Main purpose of this research is to produce a device that will add a new value to the training process and thus improve expertise of the tower crane operators.

Author(s):  
Go Nakamura ◽  
Taro Shibanoki ◽  
Keisuke Shima ◽  
Yuichi Kurita ◽  
Masaki Hasegawa ◽  
...  

2012 ◽  
Vol 263-266 ◽  
pp. 1536-1542
Author(s):  
Wu Sha Huang ◽  
Qiang Chen ◽  
Min Zhuo Wang ◽  
Hao Nan Ye

This paper dissertates the application of Virtual Reality Technology in the training process. Virtual training system has more advantages than traditional training system. The design of virtual training system based on PTC DIVISION Mockup software, position tracker and 3-D mouse is proposed. The system is divided into two parts: directing part and operating part. The directing part is mainly implemented by Functional Simulation structure in DIVISION Mockup. The operating part is realized by virtue of the third-party plug-ins, which connects peripherals with the virtual reality system. This system is applied to the training process of hydraulic pump cart’s assembly and disassembly. More immersive training effect is obtained in this system. The goal of reducing training costs and improving the efficiency of training can be achieved in the virtual training system.


2021 ◽  
Vol 54 (6) ◽  
pp. 473-486
Author(s):  
Olga P. Zhigalova ◽  
◽  
Tatiana A. Gavrilova ◽  
Victoria A. Baranova ◽  
Tatiana V. Fisun ◽  
...  

Introduction. The introduction of virtual technologies into the vocational training system makes it urgent to solve the task of adjusting communication in a situation where the student is in a virtual reality environment, while the teacher is in the real world. The research purpose is to study the role of two types of educational communication (reactive and active ones) with a student solving an educational task in a virtual reality environment, taking into account the gaming experience and the dominant type of student's perception. Materials and methods. During the laboratory experiment with the use of virtual reality headsets, the skill of hand-eye coordination was worked out on a sample of undergraduate teacher-training students (N=36). The author's questionnaire was used to assess the gaming experience, the dominant type of student's perception was assessed using the VARK Questionnaire (Version 7.8) by N. Fleming and S. Mills. The reliability of the data obtained was assessed using the chi-square test and the Student's t-test. Research results. There are no statistically significant differences between the groups of reactive and active communication in all indicators, with the exception of the experience of getting acquainted with virtual reality. The number of questions regarding the methods and sequence of performing game actions in the reactive group was the greatest (2.28), the same indicator in the group with active communication was insignificant (0.40). In the group with reactive communication, the subjects asked twice as many questions as in the group with active communication (4.78 and 2.44, respectively). Conclusions. The results confirm the hypothesis that the reactive and active modes of educational communication play different roles in the interaction between the teacher and the student. The dominant type of student's perception does not affect the process of organizing educational communication in a virtual reality environment. It is useful to take into account the results obtained at the stage of support of students' educational activities in a virtual reality environment in the context of providing active and reactive assistance by the teacher.


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.


2009 ◽  
Vol 36 (S 02) ◽  
Author(s):  
R Gentner ◽  
A Hefny ◽  
W Farhan ◽  
F Segor ◽  
D Dees ◽  
...  

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