149,544 research outputs found

    Virtual Reality Interactive Learning Environment

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    Open Building Manufacturing (ManuBuild) aims to promote the European construction industry beyond the state of the art. However, this requires the different stakeholders to be well informed of what ‘Open Building Manufacturing’ actually entails with respect to understanding the underlying concepts, benefits and risks. This is further challenged by the ‘traditional ways of learning’ which have been predominantly criticised for being entrenched in theories with little or no emphasis on practical issues. Experiential learning has long been suggested to overcome the problems associated with the traditional ways of learning. In this respect, it has the dual benefit of appealing to adult learner's experience base, as well as increasing the likelihood of performance change through training. On-the-job-training (OJT) is usually sought to enable ‘experiential’ learning; and it is argued to be particularly effective in complex tasks, where a great deal of independence is granted to the task performer. However, OJT has been criticised for being expensive, limited, and devoid of the actual training context. Consequently, in order to address the problems encountered with OJT, virtual reality (VR) solutions have been proposed to provide a risk free environment for learning without the ‘do-or-die’ consequences often faced on real construction projects. Since ManuBuild aims to promote the EU construction industry beyond the state of the art; training and education therefore needs also to go beyond the state of the art in order to meet future industry needs and expectations. Hence, a VR interactive learning environment was suggested for Open Building Manufacturing training to allow experiential learning to take place in a risk free environment, and consequently overcome the problems associated with OJT. This chapter discusses the development, testing, and validation of this prototype

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Indicators for managing human centred manufacturing

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    Establishing indicators for managing human factors (HF) aspects in the design of production systems remains a challenge. We address the problem in two dimensions – firstly, what aspects of HF are to be considered, and secondly, where in the development process HF is to be measured. In these dimensions a large number of HF metrics are possible in the perceptual, cognitive, physical and psychosocial domains of HF. The relevance of these measures to injury, productivity, quality and organizational strategy continue to be poorly understood. From this perspective we make propositions on the need for: 1) strategic HF metrics selection, 2) metrics application throughout the development process, 3) predictive ‘virtual’ HF metrics approaches, 4) metrics based design guidelines, 5) connecting metrics with design choices and strategies, 6) integrating HF metrics within existing approaches, 7) continuous improvement of the metrics system, and 8) the need to evaluate metrics system quality

    Methods and tools for supporting industrial design innovation

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    The introduction of information technology (IT) systems to support designers’ activities and data management have profoundly affected company structure and design organization. This evolution has brought the introduction of systematic methods, close to information tools skills and prerogatives, using computer management and data recovery skills as main design support. The use of the IT also improved information exchange among different work figures involved during product development process. In this direction authors have intended to analyze the role and the implementation of systematic methods and tools within industrial designer area of the design process and their impact on the conceptual design phase in particular. Consequently, the research has been developed primarily in reference to design methods able to support the strict ideation stage of the Conceptual Design, that can be referred to two typologies: knowledge based and functional approaches. Subsequently authors have analyzed the information tools currently used during design process, as CAD systems, and some innovative, as Virtual and Augmented Reality tools, that can be used within industrial design area. The result of the study has been a formalization of the course followed during idea conceptual phase in order to include and to arrange the design methods and tools analysed. The research proposes a structured view of a process of product conceptualization, usually considered as mainly heuristic, focusing on the integration of methods and tools to support project and its communication. In this area the research has highlighted industrial designer role characteristics during design process, changeable in reference of project development level, and also some important new questions have been identified about the interaction between industrial designers and the other design areas involved in the process. In this direction the study has highlighted the need to support knowledge exchange and recovery, introducing the possibility to extend the research to the whole process and integrate industrial design and engineering collaboration in a more effective way. Keywords: Conceptual design process, Systematic innovation, Knowledge management, Integration</p

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Evaluation of Current Technologies for Training, Web Apps, and New Technologies

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    This report details the activities conducted to assess the feasibility of using new technology tools for safety training. Utilizing established research studies, risk frameworks, and vendor quotations, we compared the different attributes of training methods such as Traditional Training (classroom/presentations), LMS (Learning Management System) based gamification, Computer Simulation, Virtual Reality (VR), and Augmented Reality (AR). The anticipated benefits include improved training program development, higher interactivity and long-term retention, and the chance to reduce work zone risk. The project was divided in three phases, and the following are our four key takeaways. (1) Quality of Safety Training: Benchmarking training practices provided strong evidence that participative programs, such as role plays, demonstrations of safety devices, and risk mapping are some of the best practices. Additionally, training engineers on work zone design, auditing, and recording safe work zones can influence project attributes, such as the length and duration of work zone. Including all these aspects during the project planning phase has a greater chance of influencing work zone safety. (2) Effectiveness of New Technology Tools: Our vendor outreach project phase allowed us to determine the different attributes in training course development and customer experience using new technology tools. Established research studies provided significant support to our hypothesis that new technology tools are more effective and interactive compared to traditional learning. (3) Risk-Based Approach to Training: Analyzing the risk index for work zone attributes indicate the degree of risk that a worker faces while performing a task characterizing those attributes. We concluded that implementation of new technology tools should be planned based on this risk index and optimization model. This will ensure better worker performance and perception of the course content in alignment with the severity of that work attribute. (4) Optimizing Selection of Training Tools for Tasks: We provide an optimization model to choose the optimal mix of training tools to attain the desired level of risk reduction. The tool is spreadsheet-based and shows the benefit of using a portfolio of modules across training tools, each targeted at attaining the desired risk reduction by attribute for a task. By using the risk reduction due to training tools from the literature, the cost data from vendors and task characteristics, this tool can enable INDOT managers to manage risk cost efficiently

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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