CAL Student Coaching Environment and Virtual Reality in Mechanical Engineering

Author(s):  
S. Manjit Sidhu ◽  
N. Selvanathan ◽  
S. Ramesh

This work presents an extension of our study on multimedia patterns of interactions and development of computer aided-learning (CAL) engineering tools. We used four approaches in implementing the CAL tools for user visualization that is, that is, 2-D, 3-D, coach environment and desktop virtual reality. The designed CAL tools have been enhanced to enable the integration and investigation of visualization in various engineering problems for undergraduates with particular weak learners. Each problem was designed using different authoring tool. More significantly, we have enhanced some of the CAL tools to the degree where the user can interact and be coached independently. This dramatically increases the quality of the tools i.e. patterns of interactions, 2-D and 3-D views of synthetic models. In general the result shows that the CAL tools could alleviate the user interacting and instill a sense of learning and the user understand the engineering problem better.

2021 ◽  
Vol 2 ◽  
Author(s):  
Shiva Pedram ◽  
Richard Skarbez ◽  
Stephen Palmisano ◽  
Matthew Farrelly ◽  
Pascal Perez

This paper discusses results from two successive rounds of virtual mines rescue training. The first round was conducted in a surround projection environment (360-VR), and the second round was conducted in desktop virtual reality (Desktop-VR). In the 360-VR condition, trainees participated as groups, making collective decisions. In the Desktop-VR condition, trainees could control their avatars individually. Overall, 372 participants took part in this study, including 284 mines rescuers who took part in 360-VR, and 243 in Desktop-VR. (155 rescuers experienced both.) Each rescuer who trained in 360-VR completed a battery of pre- and post-training questionnaires. Those who attended the Desktop-VR session only completed the post-training questionnaire. We performed principal components analysis on the questionnaire data, followed by a multiple regression analysis, the results of which suggest that the chief factor contributing to positive learning outcome was Learning Context, which extracted information about the quality of the learning content, the trainers, and their feedback. Subjective feedback from the Desktop-VR participants indicated that they preferred Desktop-VR to 360-VR for this training activity, which highlights the importance of choosing an appropriate platform for training applications, and links back to the importance of Learning Context. Overall, we conclude the following: 1) it is possible to train effectively using a variety of technologies but technology that is well-suited to the training task is more useful than technology that is “more advanced,” and 2) factors that have always been important in training, such as the quality of human trainers, remain critical for virtual reality training.


2022 ◽  
Vol 2022 ◽  
pp. 1-13
Author(s):  
Tanqiu Wang

For the purpose of improving the efficiency of garment design, the computer-aided garment design virtual reality (VR) model for surplus fabric removal and reuse without segmentation of cutting pieces is analyzed in this paper to provide the architecture of the computer-aided garment design CAD system. The form of dividing the garment into multiple types of nonsegmented pieces is adopted so that each nonsegmented piece stands for a complete design element unit. Based on this structure, the computer analysis of garment design based on CAD can be connected at a deeper level, which will not only improve the design efficiency of new garments but also reduce the design time at the client terminal and enhance the quality of the design. Through the experimental operation of prototypes, it is verified that the intelligent system proposed in this paper can implement the design of prototypes quickly and effectively.


Author(s):  
Manjit Singh Sidhu

Computer aided learning (CAL) is a terminology used for delivering educational experiences electronically. CAL materials may use any combination of teaching techniques including question and answer, simulation, multimedia, didacticism (tending to convey information), or problem solving. CAL environments increasingly are using a combination of interactive multimedia and virtual reality (VR) such as text, audio and video, graphics and images, two and three dimensional animations, and simulations in presenting learning materials. Interactive refers to the way the user engages in these environments to enhance his/her learning process.


This chapter reviewed the literature on the trends and paradigm shifts in engineering education. Through the literature, the problems in mechanical engineering specifically for the learning of mechanics dynamics were identified. The importance of information and communication technologies (ICT) and the application of computer-aided learning (CAL) in engineering education was discussed. In the last section of this chapter, the theory of learning styles associated with engineering education was studied.


10.28945/3040 ◽  
2006 ◽  
Author(s):  
Olutayo Ajayi ◽  
Ibironke Ajayi

Over the past 20 years, computers and the sharing of information have penetrated nearly every aspect of educational life. Indeed, the reliance on Computer-aided Learning has impact on the economic structure and the cost per learner. The demand for electronic learning (e-learning) today is rapidly growing worldwide with the demand simply over stressing the limited infrastructures and resources available. The developing countries are no exception to the same and demand for elearning is relatively on the rise as well. In this paper, an attempt has been made to critically examine ideals of open source strategies for enabling such technologies and other resources available. The paper also provides key recommendations with regards to the steps that need to be taken to enhance the overall quality of the lifelong learning most especially for adults.


Author(s):  
S. Manjit Sidhu

Teaching conceptual and qualitative material effectively while leveraging the contents efficiently has been an elusive goal for many computer-aided learning (CAL) packages in the past. With the advent of newer technologies such as multimedia and virtual reality, these technologies are being researched and applied to various areas of educational settings, especially in science and technology. However the potential of these technologies has not been fully exploited, particularly in the teaching of engineering. In this paper we describe an innovative approach based on the principle of CAL to design and implement an integrated package known as technology assisted problem solving (TAPS) packages, which could guide students step-by-step to complete various engineering mechanics exercises. Some key concepts and development aspects of TAPS packages are also discussed.


2014 ◽  
Vol 687-691 ◽  
pp. 1700-1703
Author(s):  
Chun Mei Meng ◽  
Jie Zhou

In this paper,machine translation and computer-aided translation are researched, in conjunction with the problems that the author encountered with the existing translation tools when translating mechanical engineering files, the necessity and idea of the mechanical engineering translation computer-aided tool brought forward. This tool aims at mechanical engineering translation features, improves speed and quality of mechanical engineering translation, ignores the language complexity and ambiguity, and introduces a mechanism of symbols for words and expressions. According to this paper, the PTCAT is designed and implemented.


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