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1.
We present SKETCH'NDO, a framework for the interactive design and creation of single-user task-based serious games in 3D virtual environments. The games are dimensionally congruent: inherently 2D tasks such as reading and writing are done in 2D, while manipulation tasks are 3D. The architecture of the system allows educators to design the tasks with a graphical editor that creates the game automatically. This editor does not require gaming expertise. It only needs educators to specify the correct ways of doing the task, without having to consider all possible erroneous learner's decisions. SKETCH'NDO provides a complete mechanism of monitoring and evaluation of the learner's performance that allows a precise assessment of the learning process. It offers a gradation of levels of assistance that can be fixed by educators or automatically adjusted to the trainee's skills. This way, the same task can be trained from a strictly conductist strategy to a fully constructivist one.  相似文献   

2.
在基于PC的虚拟训练系统中,3D的声音仿真能够大幅度的提高VR系统的能力.然而,现实的3D仿真非常昂贵,而且计算混响,阻塞和延时效果需要配置具有强大运算能力的系统.因此,必须提供一个低成本的方案,使其能在更广的范围内得到应用.对一个低成本3D声音仿真系统的评测进行了重点阐述.实验设置基于常规的立体声耳机和一个可跟踪的头戴式设备,实验中使用不同信号在虚拟训练环境中来定位声音,最后从精度和速度来表述实验结果.  相似文献   

3.
This study describes and analyzes the learning interactions of nine high-school students’ free exploration of a virtual solar system (VSS). The VSS is a non-immersive three dimensional virtual environment based on real NASA planetary images. The computer screen serves as a “spacecraft’s window” for the learner to “fly” between objects, to change the system’s frame of reference and its pace. A systematic analysis of participants’ real-time observable interactions together with what they said revealed that each of them created an unique learning pattern within at least five different dimensions: (1) the cognitive dimension, (2) the affective dimension, (3) the navigation dimension, (4) the interface dimension, and (5) the assistance seeking dimension. The construction of meaning emerged as a non-linear process, which includes transitions between and within these dimensions. Three different styles of learning interactions were identified, suggesting that individual differences might be enhanced due to the unique VSS’ features. Overall, the VSS served as an enriching and motivational learning experience. The design of additional navigation tools and content scaffolding might help participants’ in building a sustained deep scientific understanding.  相似文献   

4.
讨论了仿真培训专家评分系统的设计及实现。介绍了仿真培训系统评分方法的结构和实现方法,在现有基础上开发了的专家评分系统,并较详细的论述了专家评分系统的结构和功能。在装置的培训过程中该专家评分系统能够记录操作失误并提出建议,该系统的知识库可以根据不足及时获取知识,不断增加诊断能力,满足了工厂对工人培训和提高技能的需求。  相似文献   

5.
6.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games.  相似文献   

7.
林颖  刘骄  陈忠  李伟光 《微计算机信息》2006,22(19):274-276
传统的电子产品故障维修技能培训多采用物理破坏的方式来模拟产生电子产品故障。这种非柔性且具破坏性的考核系统使得培训工作效率低、培训成本高、资源浪费等问题。为此,本文提出了应用智能嵌入式控制器柔性且非破坏地模拟电子产品故障的新方法,并开发了一套电子产品故障维修技能智能化培训系统原型。  相似文献   

8.
A need for a hand-ergonomics training kit has been identified to increase critical thinking concerning choice of hand tools. This study deals with the design, use and evaluation of a hand-ergonomics training kit for use in ergonomics training programmes. The effects on awareness of hand ergonomics among training course participants have been evaluated by means of a questionnaire and interviews at a car production plant in Sweden. The evaluation was carried out about one and a half years after training with the hand-ergonomics training kit. The training kit consists of a guide to practical exercises, equipment for measuring hand size and strength, examples of hand tools for use in practical exercises, equipment for testing and evaluating the hand tools and checklists and judgement forms for qualitative evaluation. In addition, the kit contains relevant scientifically based reference reports on hand ergonomics. The evaluation showed that the practical exercises with the hand-ergonomic training kit had, to a remarkable extent, increased individuals' awareness of anthropometric differences and of the importance of ergonomically well-designed hand tools. After the practical exercises with the training kit, communication within the plant when choosing hand tools seems to be based on objective criteria to a higher degree, however, the results indicate that this communication could be further improved.  相似文献   

9.
Enterprise Resource Planning Systems (ERP) facilitate the flow of information within a company by storing data in common databases. These systems offer a holistic view of the organization because they reduce information redundancy, offer information in real time, help with process standardization, and improve information flow and communication among employees. Nevertheless, the benefits attributed to an ERP implementation can be lost without an effective user training. Previous studies have observed that common training mechanisms don't provide meaningful learning to users, and that user satisfaction rates range from neutral to low. Therefore, in this paper we study the effects that gamification has on ERP training concerning user learning and user satisfaction. Gamification is the use of game elements and game design techniques in non-gaming environments. Several applications prove that gamified systems increase user engagement and performance. Our hypotheses were that a gamified system for ERP training improve user learning and user satisfaction levels during the training period. To test our hypotheses, we designed and evaluated a gamified system. The results showed that users trained using a gamified system performed better than those trained using a conventional, non-gamified, training mechanism.  相似文献   

10.
This study investigated how female elementary education pre-service teachers in the United States, Turkey and Taiwan learned spatial skills from structured activities involving discrete, as opposed to continuous, transformations in interactive computer programs, and how these activities transferred to non-related standardized tests of spatial visualization and mental rotation. The study used a pretest, intervention, posttest research design with experimental and comparison groups. The experimental group participated in transformational geometry visualization exercises, once a week for six weeks, for approximately 20 minutes each session. Instruments were standardized measures of spatial visualization and mental rotation; intervention activity worksheets directed the participants through 2D and 3D transformational geometry tasks in computer environments. For Turkish and Taiwanese participants, the experimental group improved significantly more than the control group in spatial visualization, while the American participants showed no such significant improvement.  相似文献   

11.
The use of Information and Communication Technologies in higher education has proved to be very effective in different educational environments. A less explored area is their application for evaluation on-line, since it is a different process, with specific components. This work describes a methodology that combines the assessment with multiple choice tests through the virtual environment Moodle and the evaluation by using traditional classroom exams. The proposed mixed methodology ELFF (E-Learning and Face to Face) was implemented during the academic year 2010–2011 in the subject Microeconomics: Markets and Competition in the European Union of the double degree in Law and in Business Administration and Management, to assess complementary aspects of the knowledge acquired. The obtained results show that it clearly promotes the participation of students, increases their motivation and improves their competence and so, their performance in terms of qualifications.  相似文献   

12.
Knowledge about complex spatial structures can be acquired through self-directed interaction with virtual models. In the present study, interactive controls enabled flexible exploration of desktop virtual multi-level building models from an allocentric perspective (providing zoom, rotation, and selection of building levels) as well as from the egocentric perspective (providing virtual movement). Short-time training for deliberate exploration were investigated with respect to spatial knowledge acquisition (N = 115, 59 females and 56 males). Four training conditions were included: (1) no training, (2) interaction with a training model with a basic exploration task, (3) cognitive prompts stimulating organisation of spatial information, (4) cognitive and meta-cognitive prompts stimulating planning and controlling the exploration activity. In addition, spatial abilities, real-world spatial strategies and computer game experience were considered as aptitudes. Aptitude variables explained up to 30% of the variance in spatial learning and mediated an effect of sex. Training explained up to 10% of the variance in spatial learning. Qualified training with prompts (conditions 3, 4) did not improve spatial learning compared with training with the basic task (condition 2). Training strongly diminished the role of aptitudes.  相似文献   

13.
Safety management (SM) is a very important element within an effective manufacturing organization. One of the most important components of SM is to maintain the safety of work systems in the workplace. Safety of work systems is a function of many factors which affect the system, and these factors affect the safety of work systems simultaneously. For this reason, measuring work system safety needs a holistic approach. In this study, the work safety issue is studied through the analytic hierarchy process (AHP) approach which allows both multi-criteria and simultaneous evaluation. Another limitation faced in SM is the inability to measure the variables exactly and objectively. Generally, the factors affecting work system safety have non-physical structures. Therefore, the real problem can be represented in a better way by using fuzzy numbers instead of numbers to evaluate these factors. In this study, a fuzzy AHP approach is proposed to determine the level of faulty behavior risk (FBR) in work systems. The proposed method is applied in a real manufacturing company. In the application, factors causing faulty behavior are weighted with triangular fuzzy numbers in pairwise comparisons. These factors are evaluated based on the work system by using these weights and fuzzy linguistic variables. As a result of this evaluation FBR levels of work systems are determined and different studies are planned for work systems according to the FBR levels. In this way, faulty behavior is prevented before occurrence and work system safety is improved.  相似文献   

14.
This paper describes the design and development of a software tool for the evaluation and training of surgical residents using an interactive, immersive, virtual environment. Our objective was to develop a tool to evaluate user spatial reasoning skills and knowledge in a neuroanatomical context, as well as to augment their performance through interactivity. In the visualization, manually segmented anatomical surface images of MRI scans of the brain were rendered using a stereo display to improve depth cues. A magnetically tracked wand was used as a 3D input device for localization tasks within the brain. The movement of the wand was made to correspond to movement of a spherical cursor within the rendered scene, providing a reference for localization. Users can be tested on their ability to localize structures within the 3D scene, and their ability to place anatomical features at the appropriate locations within the rendering.  相似文献   

15.
This paper describes a procedure of identifying sensor faults and reconstructing the erroneous measurements. Knowledge discovery in databases is successfully applied for deriving models that estimate the value of one variable based on correlated others. The estimated values can then be used instead of the recorded ones of a measuring instrument with false reading. The aim is to reassure the correctness of data entered to an optimization software application that was developed for the Thermal Power Plants of Western Macedonia, Greece. The architecture of the application follows the Multi-Agent System approach in order to cope with its complexity and distributed nature. The application was tested on a case study and proved to be efficient.  相似文献   

16.
This paper presents a model of (en)action from a conceptual and theoretical point of view. This model is used to provide solid bases to overcome the complexity of designing virtual environments for learning (VEL). It provides a common grounding for trans-disciplinary collaborations where embodiment can be perceived as the cornerstone of the project. Where virtual environments are concerned, both computer scientists and educationalists have to deal with the learner/user’s body; therefore the model provides tools with which to approach both human actions and learning processes within a threefold model. It is mainly based on neuroscientific research, including enaction and the neurophysiology of action.  相似文献   

17.
In this paper an example of Virtual Reality (VR) system design in a safety-critical training domain is discussed. In particular, a model for design is presented. This model seeks to create operational definitions of risk in the surgical domain. Perhaps more importantly, it also seeks to discover operational predictors of the risk of technology-transfer failure as a fundamental requisite for the early design. Typically both of these activities do take place in some form in most designs, but they are frequently III-conceived due to inappropriate timing, low importance, insufficient methodological rigour and the absence of a pre-existent integration model. Using examples from the Sheffield Knee Arthroscopy Training System (SKATS), we will discuss the contention that equal research effort needs to be spent on core design issues as on the technological VR design. Specifically, we will propose a set of guidelines for the research and development of risk metrics in Virtual Environment (VE) design and technology-transfer for safety-critical training.  相似文献   

18.
We present AtelierM++, a new interactive marbling image rendering system which allows artists to create marbling textures with real-time visual feedback on mega-pixel sized images. Marbling is a method of aqueous surface design, which can produce patterns similar to marble or other stone, hence the name. The system is based on the physical model of the traditional marbling process. We simulate real marbling by solving the Navier-Stokes equations on the graphics processing unit. We employ a third-order accurate but fast Unsplit semi-Lagragian Constrained Interpolation Profile method to reduce the numerical dissipation while retaining the stability. To simulate very sharp interface lines among different paints, a simple yet effective transformation function is applied to the paint concentrations. Several intuitive interfaces are implemented to provide flexible control for users. Extensive experimental results are shown to demonstrate both the effectiveness and efficiency of the proposed approach.
Jianbing ShenEmail:
  相似文献   

19.
In automatic speech recognition (ASR) systems, hidden Markov models (HMMs) have been widely used for modeling the temporal speech signal. As discussed in Part I, the conventional acoustic models used for ASR have many drawbacks like weak duration modeling and poor discrimination. This paper (Part II) presents a review on the techniques which have been proposed in literature for the refinements of standard HMM methods to cope with their limitations. Current advancements related to this topic are also outlined. The approaches emphasized in this part of review are connectionist approach, explicit duration modeling, discriminative training and margin based estimation methods. Further, various challenges and performance issues such as environmental variability, tied mixture modeling, and handling of distant speech signals are analyzed along with the directions for future research.  相似文献   

20.
This paper describes a computer graphics system that enables users to define virtual marionette puppets, operate them using relatively simple hardware input devices, and display the scene from a given viewpoint on the computer screen. This computerized marionette theater has the potential to become a computer game for children, an interaction tool over the Internet, enabling the creation of simultaneously viewed and operated marionette show by users on the World Wide Web, and, most importantly, a versatile and efficient professional animation system.  相似文献   

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