scholarly journals Virtual Reality Application in Engineering Assembly Education: A Review

2018 ◽  
Vol 2 (6) ◽  
pp. 17-23
Author(s):  

Education needs to change working life in order to improve and ensure the latest technology has been adopted to cater the new era of industrial revolution. To reach this, a technological-oriented education is required for students. In this section, Virtual Reality (VR) technology is useful to get empirical experience in tertiary education. Moreover, virtual world provides a hazard-free and explorative learning experience. This paper reviews the application of VR in engineering education. This work also covers the usage of VR application which begins with the history of VR application, reasons of VR in education, key elements for immersive VR collaboration, and types of VR systems. The input / output devices which involved in VR systems were also discussed. This paper also reviews VR systems classification and usage of VR in education systems. VR in design application was finally reviewed followed by the advantages and disadvantages of VR systems and VR hardware. The last section provides future trends and conclusion

Author(s):  
Marcel Kyas ◽  
Joshua D. Springer ◽  
Jan Tore Pedersen ◽  
Valentina Chkoniya

This chapter identifies the critical issues that must be addressed to accelerate the digital transition in the chartering market. The maritime industry is one of the pillars of global trade, where change is a constant. Again, shipping is at the cusp of a new era—one driven by data. The authors review the state-of-the-art technology that is useful to automate chartering processes. · The Fourth Industrial Revolution (or Industry 4.0) starts to change the bulk shipping markets leveraging the data flow between industrial processes in the physical and virtual world. · The internet of things accelerates data flow from things in the real world to the virtual world and enables us to control processes in real-time. Machine-to-machine communication, together with artificial intelligence, creates autonomous systems in many areas of production and logistics. Based on the gathered elements, eShip's case study was analyzed, and future steps have been defined for the data analysis in the shipping industry.


2021 ◽  
Vol 3 (1) ◽  
pp. 6-7
Author(s):  
Kathryn MacCallum

Mixed reality (MR) provides new opportunities for creative and innovative learning. MR supports the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real-time (MacCallum & Jamieson, 2017). The MR continuum links both virtual and augmented reality, whereby virtual reality (VR) enables learners to be immersed within a completely virtual world, while augmented reality (AR) blend the real and the virtual world. MR embraces the spectrum between the real and the virtual; the mix of the virtual and real worlds may vary depending on the application. The integration of MR into education provides specific affordances which make it specifically unique in supporting learning (Parson & MacCallum, 2020; Bacca, Baldiris, Fabregat, Graf & Kinshuk, 2014). These affordance enable students to support unique opportunities to support learning and develop 21st-century learning capabilities (Schrier, 2006; Bower, Howe, McCredie, Robinson, & Grover, 2014).   In general, most integration of MR in the classroom tend to be focused on students being the consumers of these experiences. However by enabling student to create their own experiences enables a wider range of learning outcomes to be incorporated into the learning experience. By enabling student to be creators and designers of their own MR experiences provides a unique opportunity to integrate learning across the curriculum and supports the develop of computational thinking and stronger digital skills. The integration of student-created artefacts has particularly been shown to provide greater engagement and outcomes for all students (Ananiadou & Claro, 2009).   In the past, the development of student-created MR experiences has been difficult, especially due to the steep learning curve of technology adoption and the overall expense of acquiring the necessary tools to develop these experiences. The recent development of low-cost mobile and online MR tools and technologies have, however, provided new opportunities to provide a scaffolded approach to the development of student-driven artefacts that do not require significant technical ability (MacCallum & Jamieson, 2017). Due to these advances, students can now create their own MR digital experiences which can drive learning across the curriculum.   This presentation explores how teachers at two high schools in NZ have started to explore and integrate MR into their STEAM classes.  This presentation draws on the results of a Teaching and Learning Research Initiative (TLRI) project, investigating the experiences and reflections of a group of secondary teachers exploring the use and adoption of mixed reality (augmented and virtual reality) for cross-curricular teaching. The presentation will explore how these teachers have started to engage with MR to support the principles of student-created digital experiences integrated into STEAM domains.


2020 ◽  
Vol 5 (10) ◽  
pp. 238-246
Author(s):  
Siti Norzaimalina Abd Majid ◽  
Rosnani Ismail ◽  
Aisyah Hanum Abu Bakar

The use of technology is so diversified and adaptable to various kinds of field including mastering English language skills. In numerous studies, technology has shown that it contributes to improve their language mastery, increase motivation, and promote better comprehension. Since we are moving from IR 3.0 to IR 4.0, it is good to keep up with the current trend in technology and use it for the students’ benefits. One of the technologies is virtual reality which includes the use of 360-degree video. This 360-degree video offers omnidirectional perspective and give almost realistic experience to learners especially when using together with head-mounted device. This type of video exposes students to a new learning experience that is different from watching video on the screen. Therefore, this study aims to uncover learners’ perspectives about the advantages and disadvantages of using 360-degree video in reading classroom.


Author(s):  
Bhagyashri Pacherkar

Abstract: Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human life.


Author(s):  
Ricardo Romano-Xolocotzi ◽  
Marva Angélica Mora-Lumbreras

“Museum of Aeronautics across Virtual Reality” is an educational approach project, aimed at the general public, whose main contribution is the research of aeronautics reflected on a 3D virtual museum. The virtual museum has a room of biographies of prominent figures of the history of aeronautics and a 3D aircraft room. The methodology used is that of Mora Virtual Reality, which is a variation of the waterfall method, consisting of: Analysis, 3D Modeling, Virtual Terrain Setting, Interaction and Navigability in the virtual world, as well as tests: modular, integration and usability tests, finally corrections. The full use of the methodology led us to obtain satisfactory results.


2018 ◽  
Vol 5 (4) ◽  
pp. 473
Author(s):  
Ari Kusumaningsih ◽  
Cucun Very Angkoso ◽  
Novian Anggraeny

<p class="Abstrak">Perkembangan peradaban suatu bangsa dapat dilihat melalui museum yang dimilikinya. Dalam hal upaya untuk mencerdaskan masyarakat, museum diwajibkan selalu kreatif dalam menarik minat pengunjung, sehingga tujuan pendirian museum tetap terlaksana. Antusias masyarakat dalam menjelajahi museum saat ini semakin menurun, sehingga museum perlu melakukan inovasi agar tetap mampu menarik minat masyarakat untuk berkunjung. Pada penelitian ini berhasil dibuat aplikasi <em>Virtual Reality</em> Museum Sunan Drajat berbasis Android dalam memudahkan seseorang untuk belajar sejarah yang mampu membawa pengguna ke dalam dunia maya dengan merasakan sensasi nyata mengunjungi museum, dengan menerapkan metode <em>Rule-Based System</em> sebagai desain skenario sistem dalam penjelajahan museum. Diharapkan setelah menggunakan aplikasi ini, museum dapat menarik perhatian masyarakat sehingga kembali tertarik untuk mempelajari sejarah bangsanya. Dari hasil pengujian aplikasi diketahui bahwa 95.8% responden sangat setuju bahwa aplikasi ini dapat dijadikan sebagai pembelajaran sejarah. Berdasarkan hasil uji keefektifan aplikasi rata-rata nilai <em>Report Score</em> yang diperoleh pada menu <em>evaluation</em> yaitu 92% yang berarti aplikasi <em>Virtual Reality</em> Museum Sunan Drajat sangat efektif digunakan sebagai pembelajaran sejarah.</p><p class="Abstrak"> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"> Historical journey of the nation's civilization can be seen through their museum. In terms of efforts to educate the public, the museum is always required to be creative in attracting visitors so that the purpose of establishment of the museum is still carried out. The enthusiasm of people in exploring the museum is now declining so that the museum need to innovate in order to remain able to attract the public interest to visit. In this research, the application of Virtual Reality Museum Sunan Drajat based on Android in facilitating someone to learn history that can bring users into the virtual world by feeling the real sensation of visiting the museum, by applying Rule-Based System method as a system scenario design in museum exploration. It is hoped that after using this application, it can attract the public's attention so that it is interested to learn about the history of the nation. From the results of application testing known that 95.8% of respondents strongly agree that this application can be used as a learning history. Based on the results of test effectiveness of the average application score Report Score obtained on the evaluation menu is 92% which means the application Virtual Reality Museum Sunan Drajat very effectively used as a learning history.</p>


2020 ◽  
Vol 179 ◽  
pp. 02035 ◽  
Author(s):  
Boxin Xiao

China’s design education has not developed as fast and well as the economy. Instead, problems such as blindly imitating foreign design education, failing to deeply develop students’ potential, and failing to develop students’ design thinking have emerged. Since the industrial revolution, design has been repeatedly defined and revised at different times. Similarly, design education needs to be constantly discussed in combination with the country, era, culture and population. Colleges and universities should not train “hand-drawn/modeling machines”, but let every student find himself and know human beings; Have empathy for others, insight into the environment, and confidence to use your strengths. Because design and education have to deal with people, it means that they don’t have to follow a process, summarize a method to get the truth. Teachers, students and designers have been involved in adjusting cognition to find more responsive answers to this era.


2021 ◽  
Vol 14 (10) ◽  
pp. 40
Author(s):  
Sultan Almelhes

The emergence of the Covid-19 global pandemic was followed by restrictions on social contact and interaction. Online remote learning was implemented all levels of school and universities in Saudi Arabia. In tertiary education, where Arabic is taught as a second language (ASL) with extensive interaction between the teacher and students, remote learning has specific advantages and disadvantages. This study aimed to investigate the success of remote learning, its influence upon learners&rsquo; attitudes, and its potential difficulties in implementation. Quantitative research was conducted on a sample of 236 students who had combined experiences of offline and online study during 2020 in their second semester at the Arabic Language Institute for Non-Native Speakers&rsquo;. An online survey was administered consisting of three domains: students&rsquo; satisfaction with remote learning, obstacles faced, and students&rsquo; perceptions towards evaluation; students&rsquo; responses were measured using a Likert scale. The results demonstrated that there was hesitation about student satisfaction, as the result was moderate in general. Moreover, the study revealed difficulties included internet connection issues, the access and availability of remote learning, insufficiency in personal expression, and difficulties with technological devices. The results also showed that the students were dissatisfied regarding to the evaluation and assessment methods used in remote learning.


2021 ◽  
Vol 11 (4) ◽  
pp. 176
Author(s):  
Cortino Sukotjo ◽  
Stephanie Schreiber ◽  
Jingyao Li ◽  
Menghan Zhang ◽  
Judy Chia-Chun Yuan ◽  
...  

(1) Introduction: New and innovative approaches to dental education have continued to improve with time. The coronavirus disease 2019 (COVID-19) pandemic forced dental education to change as social distancing implementations were enforced. Virtual reality was used as a resource before the COVID-19 pandemic, and it has become more essential due to social restrictions. Virtual reality can allow students to be fully immersed in a clinical environment without leaving their homes. (2) Methods: The development of virtual reality (VR) for implant surgery was described. Selected students filled out a survey before and after using the program. Then, a focus group discussion for the students was held to analyze the program further. (3) Results: Seven dental students enrolled in the Advanced Predoctoral Implant Program (APIP) participated in the study. Qualitative analysis of this study suggests that virtual reality can be used as a supplemental resource to enhance student learning of specific topics. Additionally, the students had positive outlooks for using virtual reality as a resource in dental education and were hopeful to use it in the future for particular topics and subjects. (4) Discussion: The advantages and disadvantages of VR application in education were described. This application allows the students to be immersed fully with virtual dental operatory. The application provides the student with an enhanced learning experience in implant dentistry. Students displayed supportive attitudes towards the applicability of VR in dental education but considered this application as an adjunctive tool for learning. (5) Conclusion: The application of this technology in dental education is promising. The use of virtual reality in teaching and learning implant dentistry offers positive enhancement, especially during these challenging times.


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