Evaluating the Use of Virtual Reality to Teach Introductory Concepts of Additive Manufacturing

2019 ◽  
Vol 142 (5) ◽  
Author(s):  
John K. Ostrander ◽  
Conrad S. Tucker ◽  
Timothy W. Simpson ◽  
Nicholas A. Meisel

Abstract Limited academic course offerings and high barriers to incorporate industrial additive manufacturing (AM) systems into education has led to an underserved demand for a highly skilled AM workforce. In this research, virtual reality (VR) is proposed as a medium to help teach introductory concepts of AM in an interactive, scalable manner. Before implementing VR as a standard tool to teach introductory concepts of AM, we must evaluate the effectiveness of this medium for the subject. We test the hypothesis that VR can be used to teach students introductory concepts of AM in a way that is as effective as teaching the same concepts in a real-world physical setting. The research also explores differences in learning between participants who engage in a hands-on interactive lesson and participants who engage in a hands-off passive lesson. The study assesses participants’ AM knowledge through pre-/post-AM lesson evaluation. AM conceptual knowledge gained and changes in self-efficacy are evaluated to make an argument for the effectiveness of VR as an AM learning tool. Our findings in this research indicate that both interactive and passive VR may be indeed used to effectively teach introductory concepts of AM; we also found advantages to using interactive VR for improving AM self-efficacy.

Author(s):  
John K. Ostrander ◽  
Conrad S. Tucker ◽  
Timothy W. Simpson ◽  
Nicholas A. Meisel

Demand for a highly skilled workforce in the field of additive manufacturing (AM) is growing but is underserved due to limited academic course offerings and high barriers for incorporating industrial AM systems into education. Virtual reality (VR) is proposed as a medium to help teach introductory concepts of AM to a broader audience in an interactive, scalable manner. Before implementing VR as a standard tool to teach the concepts of AM, we must evaluate the effectiveness of this medium for the subject. Our research aims to answer the question: can VR be used to teach introductory concepts of additive manufacturing in a way that is as effective as teaching the same concepts in a physical setting? The research looks at the learning differences between two groups: (1) students exposed to an interactive AM lesson in a traditional physical setting and (2) students exposed to the same lesson within a virtual environment. The study assesses participants’ AM knowledge through pre-/post-AM lesson evaluation. AM conceptual knowledge gained and changes in self-efficacy are evaluated to make an argument for the effectiveness of VR as an AM learning tool.


2019 ◽  
Vol 4 (1) ◽  
pp. 39-57
Author(s):  
سید احمد موسوی ◽  
شهبازی مهدی ◽  
الهه عرب عامری ◽  
الهام شیرزاد عراقی

Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


2018 ◽  
pp. 1819-1845
Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


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.


2006 ◽  
Vol 33 (2) ◽  
pp. 1-37 ◽  
Author(s):  
Cheryl S. McWatters ◽  
Yannick Lemarchand

The Guide du commerce occupies a distinctive place in the French-language literature on accounting. Passed over by most specialists in the history of maritime trade and the slave trade, the manual has never been the subject of a documented historical study. The apparent realism of the examples, the luxury of details and their precision, all bear witness to a deep concern to go beyond a simple apprenticeship in bookkeeping. Promoting itself essentially as “un guide du commerce,” the volume offers strategic examples for small local businesses, as well as for those engaged in international trade. Yet, the realism also demonstrated the expertise of the author in the eyes of potential purchasers. Inspired by the work of Bottin [2001], we investigate the extent to which the manual reflects real-world practices and provides a faithful glimpse into the socio-economic context of the period. Two additional questions are discussed briefly in our conclusion. First, can the work of Gaignat constitute a source document for the history of la traite négrière? The second entails our early deliberations about the place of this volume in the history of the slave trade itself.


2021 ◽  
Vol 10 (7) ◽  
pp. 1511
Author(s):  
Katherine Nameth ◽  
Theresa Brown ◽  
Kim Bullock ◽  
Sarah Adler ◽  
Giuseppe Riva ◽  
...  

Binge-eating disorder (BED) and bulimia nervosa (BN) have adverse psychological and medical consequences. Innovative interventions, like the integration of virtual reality (VR) with cue-exposure therapy (VR-CET), enhance outcomes for refractory patients compared to cognitive behavior therapy (CBT). Little is known about the feasibility and acceptability of translating VR-CET into real-world settings. To investigate this question, adults previously treated for BED or BN with at least one objective or subjective binge episode/week were recruited from an outpatient university eating disorder clinic to receive up to eight weekly one-hour VR-CET sessions. Eleven of 16 (68.8%) eligible patients were enrolled; nine (82%) completed treatment; and 82% (9/11) provided follow-up data 7.1 (SD = 2.12) months post-treatment. Overall, participant and therapist acceptability of VR-CET was high. Intent-to-treat objective binge episodes (OBEs) decreased significantly from 3.3 to 0.9/week (p < 0.001). Post-treatment OBE 7-day abstinence rate for completers was 56%, with 22% abstinent for 28 days at follow-up. Among participants purging at baseline, episodes decreased from a mean of one to zero/week, with 100% abstinence maintained at follow-up. The adoption of VR-CET into real-world clinic settings appears feasible and acceptable, with a preliminary signal of effectiveness. Findings, including some loss of treatment gains during follow-up may inform future treatment development.


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