scholarly journals Two Navy Virtual World Collaboration Applications: Rapid Prototyping and Concept of Operations Experimentation

1970 ◽  
Vol 4 (2) ◽  
Author(s):  
Douglas Maxwell ◽  
Steven Aguiar ◽  
Philip Monte ◽  
Diana Nolan

Traditionally, US Navy has had a number of Undersea Warfare applications which require rapid prototyping capabilities as well as the need to perform cost effective concept of operations exercises. Recent investigations into the use of virtual world technologies at the Naval Undersea Warfare Center (NUWC) have focused on confined physical spaces that are easily replicated in a virtual environment. For example, a command & control center is a physical environment in which people interact with each other and the space they are in (i.e., attack consoles, displays, etc.) to manage information flow and decision making. Being able to optimally configure and reconfigure such a space is a critical step in the design process to ensure the end meets the necessary mission requirements. Previously the Navy has deployed small scale physical models to visualize spatial relationships (though not allowing human interaction) or large full scale models at more substantial costs. Leveraging cutting-edge virtual world technologies, today’s engineers can bring rapid prototyping to the next dimension. By transforming physical mock ups into virtual objects the costs of rapid prototyping can be drastically reduced. By extension, the designs evaluated inside the virtual worlds can then be tested under synthetic situations through concept of operations exercises.

2013 ◽  
Vol 1 (1) ◽  
pp. 51-66 ◽  
Author(s):  
Lauren B. Collister

This work explores the role of multimodal cues in detection of deception in a virtual world, an online community of World of Warcraft players. Case studies from a five-year ethnography are presented in three categories: small-scale deception in text, deception by avoidance, and large-scale deception in game-external modes. Each case study is analyzed in terms of how the affordances of the medium enabled or hampered deception as well as how the members of the community ultimately detected the deception. The ramifications of deception on the community are discussed, as well as the need for researchers to have a deep community knowledge when attempting to understand the role of deception in a complex society. Finally, recommendations are given for assessment of behavior in virtual worlds and the unique considerations that investigators must give to the rules and procedures of online communities.


Author(s):  
Sue Gregory ◽  
Julie Willems ◽  
Denise Wood ◽  
Lyn Hay ◽  
Allan H. Ellis ◽  
...  

Formal off-campus flexible learning has been a feature of higher education since the 19th century. The introduction of various educational technologies over the years has provided additional opportunities for learners to undertake courses offered anytime and in any location, providing greater flexibility for the development of cost-effective learner-centred curricula. With the emergence of 3D virtual worlds such as Second Life in 2003, educators are quick to realise the potential of such immersive environments to extend the flexible learner-centred approaches that have been a feature of off-campus learning over the decades. However, the benefits of technology-enhanced learning can be contradictory and incompatible and can both widen and reduce access to education. Despite the proliferation of articles attesting to the benefits of teaching in virtual worlds such as Second Life, until relatively recently, there has been a lack of empirical evidence reporting on the learning outcomes for students participating in these virtual learning sessions. Good pedagogical practices must be taken into consideration when educating in a virtual world. The case studies presented in this chapter aim to go some way in addressing this perceived gap in the literature. In this chapter, six authors from five Australian Universities provide their accounts of teaching in a virtual world and report on the learning outcomes as well as their students’ perceptions of their learning experiences.


Rapid prototyping is a technology capable of producing physical models in layer by layer directly from CAD model without any tools, dies and fixtures while involving little human intervention. Rapid prototyping can fabricate complex shapes easily as compared with traditional manufacturing. It also helps in early detection and reduction of design errors. Thermoplastics used in this study are ABS and PLA which are easily available and cost effective. This study aim to investigate the mechanical performance of the 3D printed ABS and PLA thermoplastics and comparing them with the sample produced by preparing the multilayer of those themoplastics. An attempt is made to increase the mechanical performance by preparing the samples with multilayer structures using ABS and PLA. Mechanical tests like Tensile test, Compressive test, Flexural strength, Microhardness and surface roughness have been conducted as per the ASTM standards. Microstructures of the samples are acquired with optical microscope. From the results obtained ABS exhibited more flexural strength and higher elongation before breaking. But ABS consists of chemicals when heated to a certain temperature releases organic volatile compounds which are health hazardous. In order to reduce the chemical effect of ABS, a thermoplastic called PLA is used which is produced naturally and is incorporated to decrease ABS content and achieve the properties of ABS. In the present work the flexural strength of layered sample is nearer to the ABS. So, inorder to reduce the chemical effects of ABS the layered polymer can be used


2014 ◽  
Vol 7 (1) ◽  
Author(s):  
Dennis Beck ◽  
Ross Perkins

This article describes educational research methodologies being used in the investigation and evaluation of desktop virtual world environments (DVWEs) as used to teach a variety of subjects in higher education. Ellis’ research framework on innovations (2005) and Reeves and Hedberg’s research goals (2003) were used as lenses to examine the state of educational research methods within DVWEs. An extensive search that resulted in 127 peer-reviewed papers chosen, was carried out to locate journal articles in the fields of educational technology, computer science and information systems, virtual reality/virtual worlds/gaming, science and health education, human-computer interaction, media and communications, psychology, social science, cognitive science, and library science. Results showed that while small scale research is common, research with broader goals (i.e. program evaluation, developmental research) is lacking.Implications include the need for signature developmental researchers to make their virtual world applications open source, and for DVWE researchers to explore collaborative research opportunities with postmodern, education researchers in order to shed more light on important issues of equity, gender, politics, and culture that impact education.


2019 ◽  
Vol 2 (2) ◽  
pp. 21
Author(s):  
Lindawati Lindawati

Reduction of food rations and shortages is one of the impacts of the increasing human population. Food sector industries then try to cope with the fast growing number of customers. Agribusiness sector gains its popularity in these recent years, including pig farm. The increase trend of animal farming industry is likely to bring increasing pollution problem unless effective treatment methods are used. The main problems related to the pig farm include odor nuisance and pig manure disposal. The existing land application of piggery wastewater is the traditional way to discharge the wastewater. This may yield in land and water contamination, due to the accumulation of unused nutrients by crop plant. A case study of a large commercial pig farm from Australia is proposed to apply in smaller scale in Indonesia. Operational strategies for the small-scale SBR (Sequencing Batch Reactor) treating piggery effluent were developed based on lab-scale experiments. Due to SBR characteristics, which are money-saving and space-saving, it is very suitable to be applied in urban area. An economic evaluation was made of various process options. The cost estimation showed that SBR is a cost effective process, allowing operational batches to be adjusted to reduce unnecessary aeration cost. A reduction in the aeration cost was achieved by shortening the batch time from 24-h to 8-h. A comparison of three different SBR options showed that smaller size reactors could be more flexible and cost effective when compared with the larger ones.


Author(s):  
Chang Liu ◽  
Ying Zhong ◽  
Sertac Ozercan ◽  
Qing Zhu

This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). iVirtualWorld, a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW learning environment creation through semantics-based abstract 3DVW representation and template-based 3DVW instantiation. iVirtualWorld provides a wizard to guide the 3DVW creation process, and hide low-level programming and 3D design details through higher-level abstracts supported by pre-defined templates. Preliminary evaluation of the effectiveness of iVirtualWorld showed positive results. The contribution of this study is threefold: 1) It provides a paradigm for investigating and developing 3DVW building tools from end users’ perspective; 2) It develops a prototype of a 3DVW building tool, which gives educators a framework to easily create educational virtual worlds using domain-specific concepts; 3) It conducts empirical research and collected preliminary experimental data for evaluation.


2020 ◽  
Vol 7 (1) ◽  
pp. 86-94
Author(s):  
Diogo Rechena ◽  
Luís Sousa ◽  
Virgínia Infante ◽  
Elsa Henriques

Abstract With increasing market needs for product and service variety, companies struggle to provide diversity in cost-effective ways. Through standardization of components with a low perceived added value, companies can take advantage of economies of scale while maintaining product diversity. Railway infrastructure managers face similar challenges of providing economically sustainable services while dealing with the costs of maintaining the system diversity. Typically, unintended design diversity stems from design practices in which existing solutions are not reused for new problems and new solutions are rarely planned considering the dynamics of requirement changes. In this paper we provide a methodology to assess how to standardize different designs to minimize design diversity and to assess design divergence in a product family. The developed methodology is able to take into account any set of standardization compatibility constraints that the user can define. The methodology was applied in the context of a small-scale railway infrastructure manager using a dataset of 223 unique designs of functionally similar components from its electrification system. Depending on the activated compatibility constraints, results indicate that over 60% of components can be reduced to a set of 86 unique designs.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


Author(s):  
Ismail Fidan ◽  
Adam McGough ◽  
Jeff Foote

Formula SAE (FSAE) is a design competition organized each year by the Society of Automotive Engineers (SAE). The objective of the competition is to bring the best and brightest future engineers from each participating school to present a small scale race car. Although this sounds like a relatively simple concept, the actual execution is rather challenging and rewarding for the team. For almost three years Tennessee Tech University (TTU) has had a FSAE team. The first year was a planning year, so Tennessee Tech University has participated in the competition for the last two years. Both years have been extreme learning experiences since TTU was not prepared for the level of competition brought by participating schools. However TTU FSAE team is beginning to implement modern design tools such as FEA, Virtual Manufacturing, and Rapid Prototyping to help streamline the design efforts so that one day Golden Eagle FSAE will be one of the top competing teams. In this publication, authors will report on one Golden Eagle FSAE component (the rear upright) development stages and its accomplishments.


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