Virtual Reality-Based Training: Case Study in Mechatronics (original) (raw)

ViMeLa Project: An innovative concept for teaching mechatronics using virtual reality

PRZEGLĄD ELEKTROTECHNICZNY

In this paper, we present joint European project ViMeLa, which is based on a blended-learning method using theory classes and virtual reality (VR) as experimentation tool. The idea to create Virtual Mechatronic Laboratory for learning and teaching students in Mechatronics, came from the University of Technology in Lodz, with participation of the Universities in Skopje, Pavia and Tartu. In the frame of the project, flexible solutions are developed. Three scenarios are part of the project, namely: design, construction and operating principles of electric motors; industrial automation solution for controlling the process of sorting packages in a warehouse; industrial and domestic waste sorting line with belt. Streszczenie. W niniejszym artykule zaprezentowano projekt Wirtualnego Laboratorium Mechatroniki (ViMeLa) realizowany przez Politechnikę Łódzką, z udziałem uniwersytetów w Skopje, Pawii i Tartu. Projekt opiera się o metodę blended learning, łączącą tradycyjne metody nauczania z rzeczywistością wirtualną. W ramach projektu opracowywane są trzy różne ćwiczenia przedstawiające: budowę i zasady działania silników elektrycznych, wykorzystanie automatyki przemysłowej do sterowania procesem sortowania paczek w magazynie oraz linię do sortowania odpadów. (Projekt ViMeLa: innowacyjna koncepcja nauczania mechatroniki z wykorzystaniem rzeczywistości wirtualnej).

An aproach to teaching Machine Tools using Virtual Reality technologies

This article addresses the problem of learning the basics of mainly CNC machine tools used in industry. The research is based on the fact that usually, for educational issues, in high schools or universities, there are maximum 1-2 machine tools, and working group is relatively large (20-25 students) which involves problems during the teaching process. For the introduction classes with the purpose of learning the basic knowledge of machine tools, we propose an interactive virtual environment that contains 3D models of machines tools. The advantage of using this approach is the possibility to create an intuitive personal environment controller of a machines tool that can run on every common computer used at the class. The article describes aspects related to development of the interactive 3D virtual environment model and the mainly functionalities.

Analysis of the efficiency of applied virtual simulation models and real learning systems in the process of education in mechatronics

Acta Polytechnica Hungarica, 2013

The rapid development of science and technology sets high demands for schools and faculties in terms of educating students to be able to manage complex technological systems. On the other hand, the application of new technologies in modern industry requires the creation of real and virtual laboratories capable of producing the conditions for the rapid and reliable transfer of new knowledge and skills from teachers to students. Having this in mind, the main focus of this paper is the realization of a module as a combination of virtual and real learning systems. The advantage of these systems is reflected in a possibility of creating virtual laboratories using three-dimensional models that simulate real industrial systems. Research shows that the use of virtual didactic systems in modern education increases motivation for learning, reduces learning time and enables modelling and simulation of real systems. However, in order to improve professional competencies, an interaction of simulation models with real industrial systems is needed.

Virtual Reality Application in Engineering Assembly Education: A Review

Journal of Engineering and Science Research, 2018

Education needs to change working life in order to improve and ensure the latest technology has been adopted to cater the new era of industrial revolution. To reach this, a technological-oriented education is required for students. In this section, Virtual Reality (VR) technology is useful to get empirical experience in tertiary education. Moreover, virtual world provides a hazard-free and explorative learning experience. This paper reviews the application of VR in engineering education. This work also covers the usage of VR application which begins with the history of VR application, reasons of VR in education, key elements for immersive VR collaboration, and types of VR systems. The input / output devices which involved in VR systems were also discussed. This paper also reviews VR systems classification and usage of VR in education systems. VR in design application was finally reviewed followed by the advantages and disadvantages of VR systems and VR hardware. The last section pro...

Virtual Engineering Education – the Next Step in Bringing Technology to the Classroom

0 ABSTRACT Most of today's educators have been taught by the conventional two-dimensional technology known as the chalkboard. It has been the default teaching medium and is still used effectively by many in the engineering field as the preferred means of conveying information to students. However, one great inherent problem is its difficulty in conveying three-dimensional (3D) information. As virtual reality (VR) becomes more and more prevalent in the automobile industry, the power industry, and many others, it seems evident that the ability to display and interact with 3D information be brought to the classroom. This paper explores the possibilities of using VR as a teaching device in a variety of engineering courses as well as presents some anecdotal evidence of its popularity and its problems from students in a statics course in which VR was used to display 3D vectors. The cost of its use from an instructor's point of view will also be addressed. 1 INTRODUCTION As technol...

Virtual Reality Training Application for the Condition-Based Maintenance of Induction Motors

Applied Sciences, 2022

The incorporation of new technologies as training methods, such as virtual reality (VR), facilitates instruction when compared to traditional approaches, which have shown strong limitations in their ability to engage young students who have grown up in the smartphone culture of continuous entertainment. Moreover, not all educational centers or organizations are able to incorporate specialized labs or equipment for training and instruction. Using VR applications, it is possible to reproduce training programs with a high rate of similarity to real programs, filling the gap in traditional training. In addition, it reduces unnecessary investment and prevents economic losses, avoiding unnecessary damage to laboratory equipment. The contribution of this work focuses on the development of a VR-based teaching and training application for the condition-based maintenance of induction motors. The novelty of this research relies mainly on the use of natural interactions with the VR environment ...

VIRTOOL – Virtual Reality for Machine – Tool Training

Mécanique & Industries, 2004

VIRTOOL is an application that is part of the European Union supported project "Virtual Manipulation to Simulate Machine-Tool Processes" (VIRTOOL, CRAFT-1999-70292). The application is being developed by a consortium of two industrial enterprises (Alecop, IMH) and three partners in research and higher education (CEIT, TUD, ACM) from four European countries. The objective of this project is to design and develop a computer-supported learning environment for machine-tool processes by using interactive 3D graphics and virtual reality techniques. An integral part of this software will be an easy to use construction tool for the development of new 3D simulation models of machine-tools with the supporting learning material, which is based on a general instructional design model.

Utilizing VR for Manufacturing Learning and Training

2021

This paper looks into the world of virtual reality as seen from the manufacturing point of view, specifically inside manufacturing education. Virtual reality is growing within many industries including manufacturing and is a key piece in Industry 4.0. Every year, the capabilities of virtual reality grow as the resolution of screens progresses to the point where it can simulate near-perfect depictions of reality as processing power continues to grow. This opens a massive amount of potential into things like training. Especially in the current environment where learning virtually has become the norm, being able to have hands-on experience can help education by a large margin. In this project a virtual reality environment was created in which those unable to or are simply interested can experience and learn how to utilize CNC machines. Working, visually appealing models of the laboratory machines were being constructed with machining models that can be implemented within them. Step-by-step instructions were created for the use of these models.

From using virtual reality in the training process to virtual engineering

This paper firstly presents the reasons for virtual reality implementation, with immersion, in the processes of theoretical and practical training in the area of mechanics. There are some considerations related with the methodological implications and we propose an extension of the Wegener model. We describe a pilot station which tests the use of virtual reality in the training activities concerned. We present the first achievements in populating virtual settings, by interconnection of Cyber Gloves with the virtual setting, handling virtual parts for visual observation and easy assembling operations. Secondly, this paper describes a possible involvement of virtual reality to shift from traditional engineering to virtual engineering to resolve the current crisis of manufacturing engineering in a significant manner. Thus, we present the general structure of a virtual engineering entity, its main activities and organizational structures. Furthermore, we briefly review the main types of virtual reality equipment and technologies useful for highlighting virtual engineering for services and environment.

Virtual reality learning environments for vocational education: a comparative study with conventional instructional media on two-stroke engine

IOP Conference Series: Materials Science and Engineering, 2020

Virtual reality technology has been adopted as a modern learning media in vocational education. Nowadays, the practical learning needs complete equipment and tools to achieve the goal study. However, the conventional media requirement is a challenge for academician for learning process, specifically in automotive and machine areas. Virtual reality provides a solution for this problem, but still needs proper analysis on the impact of usability between conventional and VR media to which each learning objective is achieved. The case study used in this research is a two-stroke engine, which is currently a rare item in the real world. We replicated this two-stroke engine in the developed VR system using Unity game engine and Oculus quest. A comparison on the usability effectiveness on conventional and virtual reality methods was conducted using cognitive walkthrough, which follows the four steps of learning objective training. The result shows that three out of four learning objectives are similar with conventional objective training. One of the process on preparation for disassembly machine has slight difference with conventional training; faulty engine due from environment elements (liquid, rusty iron) was not included.