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1.
Engineering simulations have opened several gates for today’s chemical engineers. They are powerful tools to provide technical content as physics-based numerical solvers. Augmented reality (AR) and virtual reality (VR), on the other hand, are already underway to digitize environments in many fields. The combination of AR/VR environments and simulations in engineering education has been attracting widespread interest. Literature has demonstrated a massive amount of digital educational environments in several contexts as being complementary to conventional educational methods. Nevertheless, hosting technical content produced by engineering simulations with educational AR/VR is still challenging and requires expertise from multiple disciplines throughout the technical development. Present work provides a facile and agile methodology for low-cost hardware but content-wise rich AR software development. Inspired by the Covid-19 pandemic, a case study is developed to teach chemical-engineering concepts using a liquid-soap synthesis process. Accordingly, we assess and conclude the digital development process to guide inexperienced developers for the digitalization of teaching content. The present contribution serves as an example of the power of integrating AR/VR with traditional engineering simulations for educational purposes. The digital tool developed in this work is shared in the online version.  相似文献   
2.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
3.
We used perceptual and oculomotor measures to understand the negative impacts of low (phantom array) and high (motion blur) duty cycles with a high‐speed, AR‐likehead‐mounted display prototype. We observed large intersubject variability for the detection of phantom array artifacts but a highly consistent and systematic effect on saccadic eye movement targeting during low duty cycle presentations. This adverse effect on saccade endpoints was also related to an increased error rate in a perceptual discrimination task, showing a direct effect of display duty cycle on the perceptual quality. For high duty cycles, the probability of detecting motion blur increased during head movements, and this effect was elevated at lower refresh rates. We did not find an impact of the temporal display characteristics on compensatory eye movements during head motion (e.g., VOR). Together, our results allow us to quantify the tradeoff of different negative spatiotemporal impacts of user movements and make subsequent recommendations for optimized temporal HMD parameters.  相似文献   
4.
 研究开发出一种遥操作工程机器人系统,可以应用于诸如火灾现场的修复作业等广阔的领域.该系统由伺服控制的工程机器人、2根从远处操纵工程机器人的操纵杆、视频系统和6自由度运动模拟器组成.操作者坐于座椅上,座椅固定于运动模拟器的上方. 该系统需要解决的一个关键问题是如何使操纵者高质量地获得工作现场的临场运动感觉. 提出了一种6自由度临场运动感觉反馈方法,其信号源来自工程机器人上安装的6个加速度传感器. 该方法的有效性已为实验所证明,即应用6自由度运动模拟器不但可以高质量地模拟工程机器人单个自由度的运动:滚动、俯仰、转动以及前后、左右、上下的平移,而且可以高质量地模拟工程机器人的各种复合运动.  相似文献   
5.
An active set truncated-Newton algorithm (ASTNA) is proposed to solve the large-scale bound constrained sub-problems. The global convergence of the algorithm is obtained and two groups of numerical experiments are made for the various large-scale problems of varying size. The comparison results between ASTNA and the subspace limited memory quasi-Newton algorithm and between the modified augmented Lagrange multiplier methods combined with ASTNA and the modified barrier function method show the stability and effectiveness of ASTNA for simultaneous optimization of distillation column.  相似文献   
6.
虚拟现实技术的若干问题及发展展望   总被引:5,自引:0,他引:5  
虚拟现实技术是上个世纪后50年发展起来的一门新兴边缘学科,本文对虚拟现实技术的概念、分类、研究现状、其关键技术及技术难题等方面做了阐述,并对虚拟现实技术的发展进行展望。  相似文献   
7.
Internet环境下漫游系统中的视点控制技术   总被引:3,自引:0,他引:3  
在研究了基于Web的虚拟真实漫游系统的应用前景的基础上,利用VRML的网络特性以及内置接口语言Java和JavaScript,对系统中的视点绑定、视点动画交互等关键技术进行了详细的阐述,并给出了相应的VRML程序。  相似文献   
8.
The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness. Indeed in this paper we report the meta-analysis of the efficacy of virtual reality simulators in (1) the transference of skills from the simulator training environment to the operating room and (2) their ability to discriminate between the experience levels of its users. The task completion time and the error score were the two study outcomes collated and analyzed in this meta-analysis. Sixteen studies were identified from a computer-based literature search (1996-2004). The meta-analysis of the random-effects model (because of the heterogeneity of the data) revealed that training on virtual reality simulators did lessen the time taken to complete a given surgical task as also clearly differentiate between the experienced and the novice trainees. Meta-analytic studies such as the one reported here would be very helpful in the planning and setting up of surgical training programs and for the establishment of reference ‘learning curves’ for a specific simulator and surgical task. If any such programs already exist they can then indicate the improvements to be made in the simulator used such as providing for more variety in their case scenarios based on the state and/or rate of learning of the trainee.  相似文献   
9.
In this paper, we present the findings from an extensive study of the use of virtual reality (VR) models in large construction projects. The study includes two parts: The first part presents a quantitative questionnaire designed to investigate how VR models are experienced and assessed by the workforce at a building site. The second part includes a qualitative field survey of how VR models can be applied and accepted by professionals in the design and planning process of a large pelletizing plant. Through mainly studying persons who had little or no experience with advanced information technology (IT), we hoped to reveal the attitudes of the average person working at a construction site rather than of an IT expert. In summary, the study shows that the VR models in both projects have been very useful and well accepted by the users. Today’s information flow is, from a general point of view, considered to be insufficient and the hypothesis is that using VR models in the construction process have the potential to minimize waste of resources and improve the final result.  相似文献   
10.
In 3 experiments, the authors investigated spatial updating in augmented reality environments. Participants learned locations of virtual objects on the physical floor. They were turned to appropriate facing directions while blindfolded before making pointing judgments (e.g., "Imagine you are facing X. Point to Y"). Experiments manipulated the angular difference between the learning heading and the imagined heading and between the actual heading and the imagined heading. The effect of actual-imagined on pointing latency was observed for naive users but not for users with brief training or instructions concerning the fact that objects can move with body movements. The results indicated that naive users used an environment-stabilized reference frame to access information arrays, but with experience and instruction the nature of the representation changed from an environment stabilized to a body stabilized reference frame. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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