7 research outputs found

    Design and Analysis of the Virtual Reality Welding Training

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    A thesis presented to the faculty of the College of Business and Technology at Morehead State University in partial fulfillment of the requirements for the Degree Master of Science by Ritesh Chakradhar on November 19, 2021

    Identifying the effects of human factors and training methods on a weld training program

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    The purpose of this research was to enhance the welding training programs in technical colleges, post-secondary institutions, and industry to prepare certified welders. This dissertation contains three papers: (1) a study describing the ability of dexterity to predict future performance in beginning welders, (2) a study identifying the ability of virtual reality welding simulation to reduce the amount of anxiety experienced by beginning welders when completing test welds, and (3) a descriptive study assessing the ability of virtual reality welding simulations to evaluate seasoned welders. With a high demand for certified welders, training programs need efficient methods of preparing certified welders. It was concluded that all welding training participants experienced anxiety during test welds. In addition, the more a participant used the virtual reality welding simulator, the more the participant experienced anxiety during completion of test welds. This implies that a virtual reality integrated welding training program will reduce anxiety better than a 100% virtual reality training program. The use of virtual reality welding simulations may lead to heightened interest in welding among members of the gaming generation, which could lead to influx of individuals wanting to become welders. With increased numbers of potential welding trainees also comes an increase in cost of training (Mavrikios, Karabatsou, Fragos, & Chryssolouris, 2006). This increase in training cost has led welding training programs to look for criteria by which to select trainees. Dexterity has been documented as a needed skill among certified welders (Giachino & Weeks, 1985). Using the Complete Minnesota Dexterity Test, dexterity could predict future performance for simple welds (2F - horizontal fillet weld and 1G - flat groove weld). This implies that training programs that prepare trainees to become certified in the 2F and 1G weld types can use dexterity as a criterion for selecting potential trainees. Industry must also create a more efficient method of evaluating seasoned welders. The third article of the dissertation concluded that virtual reality welding simulations can distinguish between novice and seasoned welders. The conclusions from the three articles can be used to modify and improve welding training programs in technical colleges, four-year institutions, and industry to prepare certified welders

    Sub space: Enhancing the spatial awareness of trainee submariners using 3D simulation environments

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    Rapid advancements in computer technology have facilitated the development of practical and economically feasible three dimensional (3D) computer-generated simulation environments that have been utilized for training in a number of different fields. In particular, this development has been heavily influenced by innovations within the gaming industry, where First Person Shooter (FPS) games are often considered to be on the cutting edge of gaming technology in terms of visual fidelity and performance. 3D simulation environments built upon FPS gaming technologies can be used to realistically represent real world places, while also providing a dynamic and responsive experiential based learning environment for trainees. This type of training environment can be utilized effectively when training within the corresponding real world space may not be safe, practical, or economically feasible. This thesis explores the effectiveness of 3D simulation environments based on FPS gaming technologies to enhance the spatial awareness of trainees in unfamiliar real world spaces. The purpose was to identify the characteristics that contribute to effective learning within such environments. In order to identify these characteristics, a model was proposed representing the interrelationships between, and determinant factors of, the concepts of spatial cognition, learning within a simulation environment, and computer-generated 3D environments. The Location and Scenario Training System (LASTS), developed by the Royal Australian Navy, was evaluated to determine whether experience within the LASTS environment could benefit trainee submariners on Collins class submarines. The LASTS environment utilises the Unreal Runtime FPS game engine to provide a realistic representation of the Main Generator Room (MGR) on-board a Collins class submarine. This simulation was used to engage trainees in a simplified exercise based on the location of items relevant to a 12 Point Safety Round performed inside the MGR. Five trainee submariners were exposed to LASTS and then required to conduct the same exercise on-board a Collins class submarine. This mode of learning was compared to traditional non-immersive classroom teaching involving five additional trainee submariners who were also required to complete the same exercise inside the MGR. A mixture of qualitative and quantitative approaches to data collection and analysis was used to ascertain the effectiveness of LASTS as well as the contributing factors to this and learners\u27 perception of the value of the environment. Results indicated that LASTS could be successfully used as a training tool to enhance the spatial awareness of trainee submariners with regard to the MGR on-board a Collins class submarine. LASTS trainees also demonstrated a better spatial understanding of the MGR environment as a result of their experience compared to trainees who were the recipients of traditional classroom based training. The contributing characteristics of the proposed model were also validated with reference to the data gathered from the LASTS case study. This indicated that the model could be utilized in the design of future 3D simulation environments based on gaming technology in order to facilitate effective spatial awareness training

    A model for evaluation of organizational and technological concepts in themanufacturing sector from the perspective of Industry 4.0

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    Истраживање у докторској дисертацији односи се на примену организационих и технолошких концепата у прерађивачком сектору, са акцентом на њихов допринос савременим трендовима производње, дефинисаним у оквиру Индустрије 4.0. Основни циљ истраживања је да се развије концептуални модел за евалуацију организационих и технолошких концепата у прерађивачком сектору, а након тога да се модел емпиријски примени са циљем утврђивања специфичних концепата који, посматрано из перспективе савремених производних трендова, имају највећи значај за компаније. За сврхе овог истраживања коришћене су методе за вишекритеријумско одлучивање. Развијени модел може се користити у будућим истраживањима, док се резултати могу користити за стратешку оријентацију компанија које су заинтересоване да се прилагоде и да послују у складу са савременим трендовима производње.Istraživanje u doktorskoj disertaciji odnosi se na primenu organizacionih i tehnoloških koncepata u prerađivačkom sektoru, sa akcentom na njihov doprinos savremenim trendovima proizvodnje, definisanim u okviru Industrije 4.0. Osnovni cilj istraživanja je da se razvije konceptualni model za evaluaciju organizacionih i tehnoloških koncepata u prerađivačkom sektoru, a nakon toga da se model empirijski primeni sa ciljem utvrđivanja specifičnih koncepata koji, posmatrano iz perspektive savremenih proizvodnih trendova, imaju najveći značaj za kompanije. Za svrhe ovog istraživanja korišćene su metode za višekriterijumsko odlučivanje. Razvijeni model može se koristiti u budućim istraživanjima, dok se rezultati mogu koristiti za stratešku orijentaciju kompanija koje su zainteresovane da se prilagode i da posluju u skladu sa savremenim trendovima proizvodnje.This research is related to the use of organizational and technological concepts in manufacturing companies, highlighting their contribution to the production principles of Industry 4.0. The main purpose of this research is to develop a model for evaluation of organizational and technological concepts in the manufacturing sector from the perspective of Industry 4.0. Consequently, the model was used to determine which organizational and technological concepts are contributing the most to the production principles of Industry 4.0. The developed model could be used in future research, while the results presented in this research could serve for strategic orientation of manufacturers

    Virtual reality for fixture design and assembly

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    Due to today's heavy, growing competition environment, manufacturing companies have to develop and employ new emerging technologies to increase productivity, reduce production costs, improve product quality, and shorten lead time. The domain of Virtual Reality (VR) has gained great attention during the past few years and is currently explored for practical uses in various industrial areas e.g. CAD, CAM, CAE, CIM, CAPP and computer simulation etc. Owing to the trend towards reducing lead time and human effort devoted to fixtureplanning, the computerization of fixture design is required. Consequently, computer aided fixture design (CAFD) has become an important role of computer aided design/manufacture (CAD/CAM integration. However, there is very little ongoing research specially focused on using the VR technology as a promising solution to enhance CAFD systems' capability and functionality. This thesis reviews the possibility of using interactive Virtual Reality (VR) technology to support the conventional fixture design and assembly process. The trend that the use of VR benefits to fulfil the optimization of fixture design and assembly in VE has been identified and investigated. The primary objectives were to develop an interactive VR system entitled Virtual Reality Fixture Design & Assembly System (VFDAS), which will allow fixture designers to complete the entire design process for modular fixtures within the Virtual Environment (VE) for instance: Fixture element selection, fixture layout design, assembly, analysis and so on. The main advantage of VFDAS is that the VR system has the capability of simulating the various physical behaviours for virtual fixture elements according to Newtonian physical laws, which will be taken into account throughout the fixture design and evaluation process. For example: gravity, friction, collision detection, mass, applied force, reaction force and elasticity. Almost the whole fixture design and assembly process is achieved as if in the real physics world, and this provides a promise for computer aided fixture design (CAFD) in the future. The VFDAS system was validated in terms of the collision detection, rendering speed, friction, mass, gravity, applied force, elasticity and toppling. These simulation results are presented and quantified by a series of simple examples to show what the system can achieve and what the limitations are. The research concluded VR is a useful technology and VFDAS has potential to support education and application for fixture design. There is scope for further development to add more useful functionality to the VFDAS system

    Virtual reality for fixture design and assembly

    Get PDF
    Due to today's heavy, growing competition environment, manufacturing companies have to develop and employ new emerging technologies to increase productivity, reduce production costs, improve product quality, and shorten lead time. The domain of Virtual Reality (VR) has gained great attention during the past few years and is currently explored for practical uses in various industrial areas e.g. CAD, CAM, CAE, CIM, CAPP and computer simulation etc. Owing to the trend towards reducing lead time and human effort devoted to fixtureplanning, the computerization of fixture design is required. Consequently, computer aided fixture design (CAFD) has become an important role of computer aided design/manufacture (CAD/CAM integration. However, there is very little ongoing research specially focused on using the VR technology as a promising solution to enhance CAFD systems' capability and functionality. This thesis reviews the possibility of using interactive Virtual Reality (VR) technology to support the conventional fixture design and assembly process. The trend that the use of VR benefits to fulfil the optimization of fixture design and assembly in VE has been identified and investigated. The primary objectives were to develop an interactive VR system entitled Virtual Reality Fixture Design & Assembly System (VFDAS), which will allow fixture designers to complete the entire design process for modular fixtures within the Virtual Environment (VE) for instance: Fixture element selection, fixture layout design, assembly, analysis and so on. The main advantage of VFDAS is that the VR system has the capability of simulating the various physical behaviours for virtual fixture elements according to Newtonian physical laws, which will be taken into account throughout the fixture design and evaluation process. For example: gravity, friction, collision detection, mass, applied force, reaction force and elasticity. Almost the whole fixture design and assembly process is achieved as if in the real physics world, and this provides a promise for computer aided fixture design (CAFD) in the future. The VFDAS system was validated in terms of the collision detection, rendering speed, friction, mass, gravity, applied force, elasticity and toppling. These simulation results are presented and quantified by a series of simple examples to show what the system can achieve and what the limitations are. The research concluded VR is a useful technology and VFDAS has potential to support education and application for fixture design. There is scope for further development to add more useful functionality to the VFDAS system
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