scholarly journals Research on Key Techniques for Enginery Teaching Platform Based on Computer Dynamic Simulation Technique

Author(s):  
Huiping Guo ◽  
Lin Zhu ◽  
Fengxin Yan

The web teaching platform based on virtual reality technique is a challenge to the traditional teaching mode and a necessity with the development and maturity of information technologies. Based on the easily made and operated VR techniques with its immersion and interactivity, this paper combined resources about the enginery knowledge and information to build the overall platform. It significantly improves users’ feeling about and understanding of the part models. It can be visually perceived and is flexible and convenient, providing users with operating experience which makes virtual reality and the real world consistent with each other. Eventually, both people and models can dynamically interact and perceptively communicate with each other.

Author(s):  
Jari L. H. Backman ◽  
Teemu Turunen-Saaresti ◽  
Ahti Jaatinen

The paper deals with blended education in turbomachinery and fluid dynamics courses in Finland. The teaching methodology of these courses has been developed to comply with the new challenges of the education in technology. Presently six of the courses in the curriculum are following the schemes explained in this presentation. The courses are studied in the last year of the Bachelor level and in the Masters level quantifying from 2 to 4 ECTS credits. Students get all the material from the teaching platform in the web, which can be accessed freely anytime and practically from anywhere. Before attending the teaching events, the students go through the study material, perform several exercises and take a quiz, which can give them extra points for the exam tally. The contact teaching of the course is divided into four Learning Sessions of four hours. The first half is reserved to deepen the acquired knowledge, and performed in a way to attract a more interactive atmosphere. In the second half the students are divided to groups, where they solve more difficult study exercises compared to those they already have trained on. As the students are expected to study with the material of blended learning in advance, the percentage of the contact hours has to be lowered in comparison to the traditional teaching in order to maintain a balance with the credits in the course. However, with the acquired knowledge, the students are more interactive with the teachers and the teaching becomes more efficient. The students have given positive feedback on the courses. The instructors have found that the blended learning is not necessary an easier task, although there are less contact hours with the student. The efficiency of teaching has increased and the teaching is more rewarding. Both the students and the teachers found that blended education suited best for student groups around 10 students.


2019 ◽  
Vol 26 ◽  
pp. 01011
Author(s):  
Lin Zhu

Nowadays, the rapid development of information technology has increasingly penetrated into all walks of society and even people’s lives. With the development of education informatization, traditional teaching can’t meet the needs of talents in the new era. Developing a new teaching mode by integrating internet, big data and traditional teaching has become the main theme of contemporary education. This paper studies the connotation of educational informatization and Blended Teaching theory and puts forward the Blended Teaching mode of College English by improving teachers’ informationized teaching ability, constructing the diversified teaching platform, and setting up informationized teaching resource base, adopting different teaching methods and strategies, so as to improve students’ enthusiasm and autonomy in College English learning and enhance the effect of College English teaching.


Author(s):  
Ibari Benaoumeur ◽  
Ahmed-Foitih Zoubir ◽  
Hanifi Elhachimi Amar Reda

In this paper we present the simulation and manipulation of  teleoperation system for remote control of mobile robot using the Virtual Reality (VR). The objective of this work is to allow the operator to control and supervise a unicycle type mobile robot. In this research we followed three ways: The use of articulated robotic mobile on the Web, the design of remote environment for the experimentation using the network for the mobile robot and the  architecture of control is proposed to facilitate the piloting of the robot. This work proposes a hardware and software architecture based on communication and information technologies to control the virtual robot to improve the control towards the remote robot. A path planning method is integrated to the remote control system. Results show the real possibilities offered by this manipulation, in order to follow a trajectory of the robot and to create applications with a distance access to facilities through networks like the Internet and wireless.


Author(s):  
Joseph Fong

Due to heavy workload and tight working schedule, it is difficult for part-time students at City University of Hong Kong to ‘digest’ course materials and to understand the content of the course. Therefore, it will be convenient if a lecture presentation with course materials is recorded and posted into the Internet. Then, students can easily attend the lecture on-line in anywhere or watch back the video archive of the presentation through the Web. This chapter aims to provide a solution to achieve a hybrid learning model (HLM) including e-learning and traditional teaching platform by synchronizing video, audio and image files which are used in a presentation. In addition, this is targeted to record and to retrieve by using an on-line podcasting system and an XML SMIL technology respectively.


Author(s):  
Mingying Lou

Graphic design is a comprehensive science integrating artistry, innovation and operability. Graphic design is not limited to print media any more, but starts to be combined with multi-dimensional design methods. The traditional dull duck-stuffing teaching method is not good for stimulating students’ enthusiasm for study, creativity and imagination, and cannot meet students’ learning need accordingly. Thus, we intend to combine painting-imitating teaching with virtual reality in the course of graphic design, with an aim to make up the deficiency of traditional teaching mode, stimulate students’ enthusiasm for study and learning motivation, arouse students’ imagination, creativity and sensibility, and improve students’ overall design capability. To check the effect of the combination of painting-imitating teaching and virtual reality in course teaching of graphic design, we carried out a case study of course teaching of graphic design. The results demonstrate that the class for which virtual reality teaching tools was adopted is significantly superior to the class for which the traditional teaching method was adopted in respect of the degree of proficiency of course teaching skills, special imagination, students’ concentration, and consolidation of knowledge after class, especially in respect of students’ concentration and special imagination. These findings indicate the combination of painting-imitating teaching and virtual reality is helpful to stimulate students’ learning initiative, enthusiasm for study, and learning interest, and greatly improve learning effect.


2017 ◽  
Vol 2017 ◽  
pp. 1-8 ◽  
Author(s):  
M. Varoquier ◽  
C. P. Hoffmann ◽  
C. Perrenot ◽  
N. Tran ◽  
C. Parietti-Winkler

Objective. To assess the face, content, and construct validity of the Voxel-Man TempoSurg Virtual Reality simulator. Participants and Methods. 74 ear, nose, and throat (ENT) surgeons participated. They were assigned to one of two groups according to their level of expertise: the expert group (n=16) and the novice group (n=58). The participants performed four temporal bone dissection tasks on the simulator. Performances were assessed by a global score and then compared to assess the construct validity of the simulator. Finally, the expert group assessed the face and content validity by means of a five-point Likert-type scale. Results. experienced surgeons performed better (p<.01) and faster (p<.001) than the novices. However, the groups did not differ in terms of bone volume removed (p=.11) or number of injuries (p=.37). 93.7% of experienced surgeons stated they would recommend this simulator for anatomical learning. Most (87.5%) also thought that it could be integrated into surgical training. Conclusion. The Voxel-Man TempoSurg Virtual Reality simulator constitutes an interesting complementary tool to traditional teaching methods for training in otologic surgery.


10.1068/a3562 ◽  
2002 ◽  
Vol 34 (8) ◽  
pp. 1411-1441 ◽  
Author(s):  
Andrew Currah

In this paper I address two issues of general relevance to contemporary debates in economic geography: first, the organisational and spatial implications of new information technologies for the economic landscape; and, second, the enduring role of place to digital capitalism. Specifically, I examine the organisational evolution of multichannel retailing in Toronto from a geographical perspective. Bricks-and-mortar retailers are increasingly pursuing a multichannel strategy by operating an Internet-based web store alongside the existing network of physical retail outlets. I therefore evaluate the organisational implications of the adoption of business-to-consumer e-commerce (e-tailing) technology for six Canadian bricks-and-mortar retailers based in Toronto and assess how the associated changes in business structure have been inscribed upon the urban landscape. The argument is developed in three sections. First, I discuss how the formula for competitive advantage in the new (r)etail markets of the developed world has shifted from a pure play to a multichannel organisational paradigm. Second, I provide a background to the development of Canadian e-commerce and an overview of the empirical methodologies employed during the research. Third, the focus of the paper moves ‘behind the web store’ to spatialise the physical places that constitute the fulfilment infrastructure of e-tailing as sequentially linked stages in Internet commodity chains. I evaluate the impact of the Internet commodity chain upon the geographical organisation of each retailer, and, in particular, consider whether the unique logistical requirements of e-tailing have stimulated spatial processes of disintermediation and reintermediation. It is argued that, when read through the lens of Toronto, e-tailing has incurred limited organisational disruption and is characterised by a distinctive geography of integration between online and offline retailing services within the urban space of the city. I conclude the paper by contextualising the findings within themes for conceptual debate in economic geography.


Author(s):  
Xiaoyan Zhong

with the improvement of science and technology, and internet popularization, offline teaching and multimedia teaching are standing out in teaching of each discipline, compared with traditional teaching mode. Firstly, this paper summarizes design contents and requirements of physical education teaching system in offline learning system, designs the framework and core module of offline learning system teaching according to requirements of college physical education curriculum and finally succeeds in designing offline learning system of college physical education curriculum. This system can meet students’ offline learning requirements and is compatible with online learning mode based on SCORM standards in some aspects. Empirical study on system operation and application proves that offline learning system of physical education curriculum has significant teaching effects.


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