790 research outputs found
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US Army Weapon Systems Human-Computer Interface (WSHCI) style guide, Version 1
A stated goal of the U.S. Army has been the standardization of the human computer interfaces (HCIS) of its system. Some of the tools being used to accomplish this standardization are HCI design guidelines and style guides. Currently, the Army is employing a number of style guides. While these style guides provide good guidance for the command, control, communications, computers, and intelligence (C4I) domain, they do not necessarily represent the more unique requirements of the Army`s real time and near-real time (RT/NRT) weapon systems. The Office of the Director of Information for Command, Control, Communications, and Computers (DISC4), in conjunction with the Weapon Systems Technical Architecture Working Group (WSTAWG), recognized this need as part of their activities to revise the Army Technical Architecture (ATA). To address this need, DISC4 tasked the Pacific Northwest National Laboratory (PNNL) to develop an Army weapon systems unique HCI style guide. This document, the U.S. Army Weapon Systems Human-Computer Interface (WSHCI) Style Guide, represents the first version of that style guide. The purpose of this document is to provide HCI design guidance for RT/NRT Army systems across the weapon systems domains of ground, aviation, missile, and soldier systems. Each domain should customize and extend this guidance by developing their domain-specific style guides, which will be used to guide the development of future systems within their domains
Exploring the use of a commercial game engine for the development of educational software
Three-dimensional visualization and simulation environments are becoming increasingly important in both industrial and educational environments. However, developing these simulations can be a difficult and expensive task. Herein we explore the use of a commercial game engine to develop a 3-D, interactive computer game designed to teach players about the anatomy of a frog. The goal of this project is threefold: 1) to develop high-fidelity virtual reality educational software with a limited budget and limited personnel, 2) to define a software development process by which similar simulations can be developed, and 3) to explore the benefits that these simulations provide to secondary education. To this end, the Frog Explorer software development process will be reviewed, including discussion of the use of frog anatomy information, as well as the use of the Quake III game engine tools and features. Positive and negative results from two user-testing studies will be reported, with a focus on the game\u27s usability and utility as an educational tool --Abstract, page iii
Challenges of Business Simulation Games â A New Approach of Teaching Business
Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empowering and mediating learning business content. This chapter addresses the simulation business games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simulation games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks
Virtual reality substation training tool for industry workers
Performing specific tasks or operating hazardous machinery or materials requires a specialized skill set. Often this means training workers!
Such task involves risks and many times the assignment of specialized personnel for
teaching, what could mean delays and consequent money lost for the companies.
This is where the Substation Training Tool comes in, a Virtual Reality system that
with the use of two inertial sensors (hand control), will allow the control and handling of
a multitude of objects, teaching new employees in a safer/controlled way for a scenario of
maintenance in a substation.
This research evidence that this new learning methodology works and motivates users
to learn the proposed procedures. All the users felt that they had improved their skill
set, a lot due to the possibility of trial/error and to the system which has short and easy
to follow indications. Due to the used inertial sensors it was possible to collect data from
each training session, providing more efficient final feedback for the users.
The final prototype will allow EFACEC to train technicians, exploring multiple cases
and avoiding all the mentioned problems that come with the traditional training methods.Executar tarefas especializadas, operar maquinaria ou materiais perigosos requer um conjunto especializado de conhecimentos. Frequentemente isto significa treinar operĂĄrios!
Adquirir este conhecimento envolve riscos e muitas vezes a alocação de pessoal especializado para ensinar, o que pode significar atrasos e consequentes perdas de dinheiro
para as empresas.
Aqui entra a ferramenta de treino em SubstaçÔes, um sistema de realidade virtual que
com o uso de dois sensores inerciais (controlo das mĂŁos) permite o controlo e manuseamento dos mais diversificados objetos, ensinando assim novos funcionĂĄrios de uma forma
mais segura e controlada num cenårio de manutenção numa sub-estação.
O trabalho de investigação evidencia que esta nova técnica de ensino funciona e motiva
os utilizadores a aprender os procedimentos propostos. Todos os utilizadores sentiram que
melhoraram o seu conjunto de habilidades, muito pela possibilidade de tentativa/erro e
pelo sistema que possui indicaçÔes curtas e fåceis de seguir. Graças à utilização dos dois
sensores inerciais foi possĂvel recolher informação de cada uma das sessĂ”es de treino, o
que permite transmitir aos utilizadores no final informação mais precisa de todo o seu
desempenho.
A solução final (protĂłtipo) irĂĄ permitir Ă EFACEC treinar tĂ©cnicos, explorando mĂșltiplos
casos e evitando os jĂĄ mencionados problemas que advĂȘm do uso dos mĂ©todos tradicionais
A new approach to the development and maintenance of industrial sequence logic
This thesis is concerned with sequence logic as found in industrial control systems, with
the focus being on process and manufacturing control systems. At its core is the assertion
that there is a need for a better approach to the development of industrial sequence logic
to satisfy the life-cycle requirements, and that many of the ingredients required to deliver
such an approach are now available.
The needs are discussed by considering the business case for automation and
deficiencies with traditional approaches. A set of requirements is then derived for an
integrated development environment to address the business needs throughout the
control system life-cycle.
The strengths and weaknesses of relevant control system technology and standards are
reviewed and their bias towards implementation described. Mathematical models,
graphical methods and software tools are then assessed with respect to the requirements
for an integrated development environment.
A solution to the requirements, called Synect is then introduced. Synect combines a
methodology using familiar graphical notations with Petri net modelling supported by a set
of software tools. Its key features are justified with reference to the requirements. A set of
case studies forms the basis of an evaluation against business needs by comparing the
Synect methodology with current approaches. The industrial relevance and exploitation
are then briefly described.
The thesis ends with a review of the key conclusions along with contributions to
knowledge and suggestions for further research
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Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm.
Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A ÂżConversational FrameworkÂż is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a ÂżconversationÂż between different actors of the learning community with the objective of building the architectural framework for MEMRG. Various elements responsible for instructing and motivating learners in educational games are utilised in an instructional-motivational model. User interface design for the games incorporates an efficient navigation system that uses contextual information, and allows the players to move seamlessly between real and virtual worlds. The implementation of MEMRG using the Java 2 Micro Edition (J2ME) platform
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is presented. The hardware and software specification for the MEMRG implementation and deployment are also discussed. MEMRG has produced improvements in the different cognitive processes of the learner, and also produced a deeper level of learning through enculturation, externalising ideas, and socialising. LearnersÂż enjoyment, involvement, motivation, autonomy and metacognition skills have improved. This research will assist developers and teachers to gain an insight into learning paradigms which utilise mobile game environments that are formed by mixing real and virtual spaces, and provide them with a vision for effectively incorporating these games into formal and informal classroom sessions
1997 Research Reports: NASA/ASEE Summer Faculty Fellowship Program
This document is a collection of technical reports on research conducted by the participants in the 1997 NASA/ASEE Summer Faculty Fellowship Program at the Kennedy Space Center (KSC). This was the 13th year that a NASA/ASEE program has been conducted at KSC. The 1997 program was administered by the University of Central Florida in cooperation with KSC. The program was operated under the auspices of the American Society for Engineering Education (ASEE) with sponsorship and funding from the Education Division, NASA Headquarters, Washington, D.C., and KSC. The KSC Program was one of nine such Aeronautics and Space Research Programs funded by NASA in 1997. The NASA/ASEE Program is intended to be a two-year program to allow in-depth research by the university faculty member. The editors of this document were responsible for selecting appropriately qualified faculty to address some of the many problems of current interest to NASA/KSC
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