60 research outputs found

    Design of a VR-based training system for the evacuation of an engineering laboratory building

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    Según la Unidad Nacional para la Gestión del Riesgo de Desastres, 12.896 personas han sido afectadas por incendios estructurales en Colombia en los últimos años. Para reducir las consecuencias de estos desastres se han propuesto diferentes estrategias, como los simulacros de evacuación. Sin embargo, se ha demostrado que las metodologías tradicionales no son tan efectivas porque carecen de un componente práctico. Por ello, este proyecto propone y diseña un sistema de entrenamiento para realizar una evacuación ante la presencia de un posible incendio estructural utilizando la realidad virtual. El escenario seleccionado para este ejercicio corresponde al edificio de laboratorios de la Facultad de Ingeniería de la Pontificia Universidad Javeriana de Bogotá. Dada su reciente apertura y la emergencia sanitaria generada por el SARS-CoV-2, no se han realizado simulacros de evacuación desde su inauguración. Para el desarrollo de la propuesta se seleccionaron inicialmente las herramientas de software y hardware con las que se realizó el experimento. Esta selección se realizó teniendo en cuenta los criterios de la Norma ISO 25010 y se utilizó la metodología AHP basada en la opinión de algunos expertos en la materia. A continuación, se diseñaron dos aplicaciones, la primera correspondía al escenario de aprendizaje, en el que los participantes se adaptaban al entorno virtual. La segunda fue la aplicación principal que contenía la simulación de la emergencia. Posteriormente, se obtuvo un tamaño de muestra de 67 personas, que debían pertenecer a la Facultad de Ingeniería. Por último, se llevó a cabo la aplicación del experimento, en la que se utilizaron encuestas como método de recogida de datos. Además, se registraron algunos tiempos relacionados con el desempeño de los participantes.Una vez finalizada la aplicación del experimento, se utilizó el programa Statistical Package for the Social Sciences (SPSS versión 28.0) para analizar los datos recogidos. Las principales pruebas estadísticas realizadas fueron: U de Mann Withney, Wilcoxon Signed Rank Test, entre otras. Cabe destacar que se tuvo en cuenta un nivel de confianza del 95% para los respectivos análisis. Se encontró una diferencia significativa entre el tiempo medio empleado por hombres y mujeres en el experimento. Además, la percepción de los participantes mejoró en factores como el realismo de la evacuación, la motivación, el conocimiento y el interés en la prevención de desastres. Asimismo, el 97,1% de los participantes prefirió la metodología de evacuación propuesta a la tradicional tradicionales.La aplicación del concepto de juegos serios integrados con la realidad virtual mejora significativamente el aprendizaje de los participantes al generar un mayor nivel de inmersión en la emergencia. Teniendo en cuenta el tiempo medio que tardaron los participantes en aprender el sistema de evacuación del edificio con la aplicación desarrollada, se obtuvo un impacto positivo en áreas como: productividad, economía, cultura, salud y tecnología. Lo anterior demostró que la metodología propuesta tiene mayores ventajas sobre los simulacros tradicionales que se han aplicado hasta ahora.According to the National Unit for Disaster Risk Management, 12,896 people have been affected by structural fires in Colombia in recent years. In order to reduce the consequences of these disasters, different strategies have been proposed, such as evacuation drills. However, it has been shown that traditional methodologies are not as effective because they lack a practical component. For this reason, this project proposes and designs a training system to perform an evacuation due to the presence of a possible structural fire using virtual reality. The scenario selected for this exercise corresponds to the laboratory building of the Faculty of Engineering of the Pontificia Universidad Javeriana, Bogotá. Given its recent opening and the health emergency generated by SARS-CoV-2, evacuation drills have not been carried out since its inauguration. In order to develop the proposal, the software and hardware tools with which the experiment was carried out were initially selected. This selection was made taking into account the criteria of the ISO 25010 Standard and the AHP methodology was used based on the opinion of some experts in the area. Then, two applications were designed, the first one corresponded to the learning scenario, in which the participants adapted to the virtual environment. The second was the main application containing the emergency simulation. Subsequently, a sample size of 67 people was obtained, who had to belong to the Faculty of Engineering. Finally, the application of the experiment was carried out, in which surveys were used as a method of data collection. Also, some times related to the performance of the participants were recorded. Once the application of the experiment was completed, the Statistical Package for the Social Sciences (SPSS 28.0 version) software was used to analyze the data collected. The main statistical tests performed were: U by Mann Withney, Wilcoxon Signed Rank Test, among others. It should be noted that a confidence level of 95% was taken into account for the respective analyses. A significant difference was found between the mean time spent by men and women in the experiment. Also, the perception of the participants improved in factors such as the realism of the evacuation, motivation, knowledge and interest in disaster prevention. Likewise, 97.1% of the participants preferred the proposed evacuation methodology to the traditional ones. The application of the concept of serious games integrated with virtual reality significantly improves participants' learning by generating a higher level of immersion in the emergency. Given the average time it took the participants to learn the evacuation system of the building with the developed application, a positive impact was obtained in areas such as: productivity, economy, culture, health and technology. The above showed that the proposed methodology has greater advantages over traditional drills that have been applied so far.Ingeniero (a) IndustrialPregrad

    The use of extended reality in maritime education and training: a case study of India

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    Role and importance of the simulator instructor

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    The role of simulations in the authentic learning for national security policy development: implications for practice

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    This report is provides examples of practice that illustrate the use of authentic learning and simulations in post-graduate and on-campus learning environments, especially when applied national security policy education. It examines the following areas: The place of authentic learning in postgraduate education. The methods used to simulate policy development, and related activities like strategy planning, in educational environments relevant to national security policy-making. Policy simulation methods that could enhance learning at the College and similar institutions, including teaching skills, technology and resource implications. The roles of technology in enhancing learning in policy development simulations. Ways to assess learning effectiveness through simulation

    Game Assessment For Miltary Application

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    The primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this usability study, is currently in a beta stage and was found to have potential for future game assessment. The overall assessment indicated that the tool was effective in analyzing game products for reuse potential and that the five instruments that make up the tool did meet the purpose of the design. However, the study also indicated that the instruments needed recommended modifications and further testing with a larger population group before the tool could be utilized. The assessment process identified in this study was a step forward in the area of game and simulation integration research. This study indicated that more research is needed in the area of instructional design to enhance instructional integration goals for future game, simulation and training applications

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Proceedings, MSVSCC 2012

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    Proceedings of the 6th Annual Modeling, Simulation & Visualization Student Capstone Conference held on April 19, 2012 at VMASC in Suffolk, Virginia

    EG-ICE 2021 Workshop on Intelligent Computing in Engineering

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    The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways
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