TY - JOUR
T1 - A framework for developing collaborative training environments for assembling
AU - Chang, Yizhe
AU - Aziz, El Sayed
AU - Esche, Sven K.
AU - Chassapis, Constantin
PY - 2013/10
Y1 - 2013/10
N2 - State-of-the-art 3D video games can provide their users with a near-real experience from visual, audio and interactivity perspectives. Numerous efforts have been made to take advantage of these favorable characteristics for educational purposes. The majority of these projects have focused either on the reconstruction of certain scenarios, such as fire emergency response training, driver or pilot training, medical training, military tactics training, etc., or on the realistic simulation of real environments, such as virtual museum tours and virtual architectural tours. However, only recently have attempts been made to develop virtual engineering training environments since those require the assembly of different types of individual components into potentially complex systems and involve interactions between multiple participants and models of physical devices. In this article, a framework for developing collaborative environments for mechanical assembly training based on a commercial computer game engine is introduced. Such environments not only maintain the feel of immersion of a 3D game, but they also emphasize realistic physical device management and control. In this context, the trainees are able to manage a large variety of mechanical components, assemble them according to engineering requirements or potentially disassemble them. Also, the instructors can monitor the entire assembly process and automatically collect performance statistics. Therefore, such environments have the potential to become valuable workforce development tools that enable their users to acquire practical skills for assembling a variety of mechanical systems for the purpose of manufacturing, maintenance and repair.
AB - State-of-the-art 3D video games can provide their users with a near-real experience from visual, audio and interactivity perspectives. Numerous efforts have been made to take advantage of these favorable characteristics for educational purposes. The majority of these projects have focused either on the reconstruction of certain scenarios, such as fire emergency response training, driver or pilot training, medical training, military tactics training, etc., or on the realistic simulation of real environments, such as virtual museum tours and virtual architectural tours. However, only recently have attempts been made to develop virtual engineering training environments since those require the assembly of different types of individual components into potentially complex systems and involve interactions between multiple participants and models of physical devices. In this article, a framework for developing collaborative environments for mechanical assembly training based on a commercial computer game engine is introduced. Such environments not only maintain the feel of immersion of a 3D game, but they also emphasize realistic physical device management and control. In this context, the trainees are able to manage a large variety of mechanical components, assemble them according to engineering requirements or potentially disassemble them. Also, the instructors can monitor the entire assembly process and automatically collect performance statistics. Therefore, such environments have the potential to become valuable workforce development tools that enable their users to acquire practical skills for assembling a variety of mechanical systems for the purpose of manufacturing, maintenance and repair.
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M3 - Article
AN - SCOPUS:84893376427
SN - 1069-3769
VL - 4
SP - 44
EP - 59
JO - Computers in Education Journal
JF - Computers in Education Journal
IS - 4
ER -