A framework for developing collaborative training environments for assembling

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7 Scopus citations

Abstract

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.

Original languageEnglish
Pages (from-to)44-59
Number of pages16
JournalComputers in Education Journal
Volume4
Issue number4
StatePublished - Oct 2013

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