Search results

1 – 10 of over 14000
Article
Publication date: 1 March 2016

Katherine Assante Perrotta and Joseph R. Feinberg

College instructors are entering a new frontier of teaching in the 21st century. Millennial students are bringing to university classrooms different experiences regarding the ways…

Abstract

College instructors are entering a new frontier of teaching in the 21st century. Millennial students are bringing to university classrooms different experiences regarding the ways they learn and engage in critical thinking. As online universities gain more popularity across the country, higher education institutions are offering more hybrid and distance-learning courses on the Internet match the demand for using technology for teaching and learning. This action research study evaluates how the Annenberg Media digital simulation The Constitutional Convention of 1787 effected student engagement in an undergraduate history course at a community college in a metropolitan region of the Southeast. Practical suggestions are provided for college level history instructors to adapt digital simulations for teaching curricular and content skills that foster critical thinking, digital literacy, and engaged learning.

Details

Social Studies Research and Practice, vol. 11 no. 1
Type: Research Article
ISSN: 1933-5415

Keywords

Article
Publication date: 22 March 2024

Qianmai Luo, Chengshuang Sun, Ying Li, Zhenqiang Qi and Guozong Zhang

With increasing complexity of construction projects and new construction processes and methods are adopted, more safety hazards are emerging at construction sites, requiring the…

Abstract

Purpose

With increasing complexity of construction projects and new construction processes and methods are adopted, more safety hazards are emerging at construction sites, requiring the application of the modern risk management methods. As an emerging technology, digital twin has already made valuable contributions to safety risk management in many fields. Therefore, exploring the application of digital twin technology in construction safety risk management is of great significance. The purpose of this study is to explore the current research status and application potential of digital twin technology in construction safety risk management.

Design/methodology/approach

This study followed a four-stage literature processing approach as outlined in the systematic literature review procedure guidelines. It then combined the quantitative analysis tools and qualitative analysis methods to organize and summarize the current research status of digital twin technology in the field of construction safety risk management, analyze the application of digital twin technology in construction safety risk management and identify future research trends.

Findings

The research findings indicate that the application of digital twin technology in the field of construction safety risk management is still in its early stages. Based on the results of the literature analysis, this paper summarizes five aspects of digital twin technology's application in construction safety risk management: real-time monitoring and early warning, safety risk prediction and assessment, accident simulation and emergency response, safety risk management decision support and safety training and education. It also proposes future research trends based on the current research challenges.

Originality/value

This study provides valuable references for the extended application of digital twin technology and offers a new perspective and approach for modern construction safety risk management. It contributes to the enhancement of the theoretical framework for construction safety risk management and the improvement of on-site construction safety.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Abstract

Game-based learning or simulation-based learning – especially Serious Games – are notions of the contemporary discourse on digitalisation in the higher education sector in Germany. These methods offer a more vivid and motivating learning context and they help to improve important competencies for reaching work-related higher education goals. This explorative study focuses on experts’ experiences with digital and non-digital serious games and their contribution towards developing self, social and management competencies, in the Bundeswehr Command and Staff College in Hamburg (Germany). Whilst there are numerous opportunities for using serious games in higher education, their use creates barriers for addressing social, as well as leadership/management competencies. In the future, game-based learning – and more specifically, digital game-based learning – could challenge the relation between learning as hard work and learn for fun, and between explicit and goal-oriented learning and implicit, incidental and explorative learning.

Book part
Publication date: 22 November 2012

R. Martin Reardon, Dale Mann, Jonathan Becker, Charol Shakeshaft and Michael R. Reich

Against the backdrop of digital gaming, this chapter presents a cutting-edge, immersive, online video simulation of events that follow the calendar of a year in a chronically…

Abstract

Against the backdrop of digital gaming, this chapter presents a cutting-edge, immersive, online video simulation of events that follow the calendar of a year in a chronically low-performing middle school in the United States. The traditional approach to preparing educational leaders has been harshly criticized by those who have, at times, shared in sustaining the traditional approach. The time is right for innovation. The intention of this simulation is to engage potential educational leaders in the professional development of their leadership skills. These skills are designated in a range of standards-based documents generated by the individual states in the United States, as well as at the national level by the Educational Leadership Policy Standards: 2008 document issued by the Council of Chief State School Officers. A highly sophisticated back-end to this simulation gathers evidence of both engagement and learning. The online format empowers anytime/anywhere learning in a mistake-tolerant educational setting at minimal incremental cost.

Details

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

Article
Publication date: 27 April 2020

Carlos Ye Zhu, J. Norberto Pires and Amin Azar

This study aims to report the development of a provisional robotic cell for additive manufacturing (AM) of metallic parts. To this end, the paper discusses cross-disciplinary…

Abstract

Purpose

This study aims to report the development of a provisional robotic cell for additive manufacturing (AM) of metallic parts. To this end, the paper discusses cross-disciplinary concepts related to the development of the robotic cell and the associated command and control system such as the Computer-Aided Design (CAD) interface, the slicing software and the path planning for the robot manipulator toward printing the selected workpiece. This study also reports the development of a virtual production cell that simulates the AM toolpath generated for the desired workpiece, the adaptation of the simulation environments to enable AM and the development of a user application to setup, command and control the AM processes. If a digital twin setup is efficiently built, with a good correlation between the simulation environment and the real systems, developers may explore this functionality to significantly reduce the development cycle, which can be very long in AM applications where metallurgic properties, part distortion and other properties need to be monitored and controlled.

Design/methodology/approach

To generate the robot manipulator path, several simulation programs were considered, resulting in different solutions to program and control the robot of choice [in this study, Kuka and Asea Brown Boveri (ABB) robots were considered]. By integrating the solutions from Slic3r, Inventor, Kuka.Sim, Kuka.Officelite, RobotStudio and Visual Studio software packages, this study aims to develop a functional simulation system capable of producing a given workpiece. For this purpose, a graphical user interface (GUI) was designed to provide the user with a higher level of control over the entire process toward simplifying the programming and implementation events.

Findings

The presented solutions are compatible with the simulation environments of specific robot manufacturers, namely, ABB and Kuka, meaning that the authors aim to align the developments with most of the currently realized AM processing cells. In the long-term, the authors aim to build an AM system that implements a produce-from-CAD strategy i.e. that can be commanded directly from the CAD package used to design the part the authors are interested in.

Research limitations/implications

This study attempts to shed light on the industrial AM, a field that is being constantly evolved. Arguably, one of the most important aspects of an AM system is path planning for the AM operation, which must be independent of the robotic system used. This study depicts a generic implementation that can be used with several robot control systems. The paper demonstrates the principle with ABB and Kuka robots, exploiting in detail simulation environments that can be used to create digital twins of the real AM systems. This is very important in actual industrial setups, as a good correlation between the digital twins (simulation environment and real system) will enable developers to explore the AM system in not only a more efficient manner, greatly reducing the development cycle but also as a way to fully develop new solutions without stopping the real setup. In this research, a systematic review of robot systems through simulation environments was presented, aiming to emulate the logic that is, used in the production cell development, disregarding the system brand. The adopted digital twin strategy enables the authors to fully simulate, both operationally and functionality, the real AM system. For this purpose, different solutions were explored using robots from two different manufacturers and related simulation environments, illustrating a generic solution that is not bound to a certain brand.

Practical implications

Using specific programming tools, fully functional virtual production cells were conceived that can receive the instructions for the movements of the robot, using a transmission control protocol/internet protocol. Conversion of the CAD information into the robot path instructions for the robot was the main research question in this study. With the different simulation systems, a program that translates the CAD data into an acceptable format brings the robot closer to the automatic path planning based on CAD data. Both ABB and Kuka systems can access the CAD data, converting it to the correct robot instructions that are executed. Eventually, a functional and intuitive GUI application capable of commanding the simulation for the execution of the AM was implemented. The user can set the desired object and run a completely automatic AM process through the designated GUI. Comparing ABB simulation with the Kuka system, an important distinction can be found, namely, in the exportation of the programs. As the Kuka program runs with add-ons, the solution will not be exported while maintaining its functionality, whereas the ABB program can be integrated with a real controller because it is completely integrated with modules of the virtual controller.

Originality/value

To conclude, with the solutions exploited, this study reports a step forward into the development of a fully functional generic AM cell. The final objective is to implement an AM system that is, independent of any robot manufacturer brand and uses a produce-from-CAD strategy (c.f. digital manufacturing). In other words, the authors presented a system that is fully automatic, can be explored from a CAD package and, consequently, can be used by any CAD designer, without specific knowledge of robotics, materials and AM systems.

Details

Industrial Robot: the international journal of robotics research and application, vol. 47 no. 4
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 21 February 2024

Aitor Ruiz de la Torre Acha, Rosa María Rio Belver, Javier Fernandez Aguirrebeña and Christophe Merlo

This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the…

Abstract

Purpose

This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the effectiveness of these digital tools against traditional teaching methods in enhancing student learning experiences.

Design/methodology/approach

Utilizing a quantitative research approach, the study involved third-year engineering students from the “Production Management” course at the School of Engineering of Vitoria-Gasteiz. Data were collected through an ad hoc questionnaire and analyzed using SPSS software, focusing on student satisfaction, challenges in adopting new technologies and the evolving roles of students and teachers.

Findings

The research highlighted several key aspects. Firstly, it identified the need for adapting teaching methods to incorporate new technologies effectively. Secondly, the integration of simulation and virtual reality was found to facilitate a deeper understanding of real-world problems, as students could engage with these issues in a simulated, virtual environment. Finally, the study emphasized the importance of pedagogical approaches that leverage these technologies to increase student involvement and motivation. The results suggest a positive impact of digital tools on the learning process in engineering education.

Research limitations/implications

The study’s scope was limited to one course within a single institution, suggesting the need for broader research across various disciplines and educational settings.

Originality/value

This research offers valuable insights into the integration of simulation and virtual reality in engineering education, underscoring their potential to enhance the learning experience and knowledge acquisition among students.

Details

Education + Training, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 8 June 2021

Xiao Chang, Xiaoliang Jia, Kuo Liu and Hao Hu

The purpose of this paper is to provide a knowledge-enabled digital twin for smart design (KDT-SD) of aircraft assembly line (AAL) to enhance the AAL efficiency, performance and…

Abstract

Purpose

The purpose of this paper is to provide a knowledge-enabled digital twin for smart design (KDT-SD) of aircraft assembly line (AAL) to enhance the AAL efficiency, performance and visibility. Modern AALs usually need to have capabilities such as digital-physical interaction and self-evaluation that brings significant challenges to traditional design method for AAL. The digital twin (DT) combining with reusable knowledge, as the key technologies in this framework, is introduced to promote the design process by configuring, understanding and evaluating design scheme.

Design/methodology/approach

The proposed KDT-SD framework is designed with the introduction of DT and knowledge. First, dynamic design knowledge library (DDK-Lib) is established which could support the various activities of DT in the entire design process. Then, the knowledge-driven digital AAL modeling method is proposed. At last, knowledge-based smart evaluation is used to understand and identify the design flaws, which could further improvement of the design scheme.

Findings

By means of the KDT-SD framework proposed, it is possible to apply DT to reduce the complexity and discover design flaws in AAL design. Moreover, the knowledge equips DT with the capacities of rapid modeling and smart evaluation that improve design efficiency and quality.

Originality/value

The proposed KDT-SD framework can provide efficient design of AAL and evaluate the design performance in advance so that the feasibility of design scheme can be improved as much as possible.

Details

Assembly Automation, vol. 41 no. 4
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 24 November 2022

Tobias Endress, Anton Pussep and Markus Schief

This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the…

Abstract

Purpose

This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making). The simulation is designed to engage students, facilitate group work in teams and actively apply the knowledge from the lectures.

Design/methodology/approach

Qualitative research methods and a pilot version of the simulation game in an actual classroom setting were used. The primary LO was to apply decision-making in groups and experience the consequences of decisions on business success. The students were assigned randomly to five groups representing different competing companies.

Findings

This study revealed that a simulation game with a reduced scope can facilitate interaction and participation in online lectures. It demonstrated that it is possible to obtain the main benefits of simulation-based learning with a simple game that consists of few decision variables and requires minimal training.

Research limitations/implications

There are limitations to this pilot study, some of which need to be address in future research. One limitation is the small number of participants (21). Another limitation is that all participants were from a class at an Asian university. While adding to existing research that focused primarily on Anglo-America and Europe, this study’s approach should be evaluated with more subjects from varying cultural backgrounds to validate the findings. The evaluation could be improved with more participants but also additional questions to measure how and why this study’s approach benefits learning success. E.g. it should be explored what component of decision-making or group learning was most significant. With this, it would also be interesting to explore incremental learning and learning across groups along the study duration.

Practical implications

The simulation game can be used in business education. Students enjoyed the interaction with their peers and the instructor. The students stated that it was a good learning experience for them and they made good learning progress.

Originality/value

The prototype demonstrated the general feasibility and the smooth handling of the practical application and integration in online lectures. The aim to develop a serious simulation game for online classes was achieved. It was possible to obtain the main benefits of simulation-based learning with a simple game that consists of few decision variables and therefore requires minimal training and time.

Details

Journal of International Education in Business, vol. 16 no. 1
Type: Research Article
ISSN: 2046-469X

Keywords

Article
Publication date: 1 June 2012

Sungmin Kim

The purpose of this paper is to facilitate the digital garment production process using a multi‐option garment data structure.

Abstract

Purpose

The purpose of this paper is to facilitate the digital garment production process using a multi‐option garment data structure.

Design/methodology/approach

Numerous garments can be generated out of a single garment datum by combining various fashion features, size grades, fabric physical properties, and surface texture maps.

Findings

It is found that various digital garments which are required, for example, by online fashion businesses can be prepared in a relatively simple way.

Research limitations/implications

The size of each pattern on a garment can be changed by grading process and therefore a full‐texture mapping technique cannot be applied.

Practical implications

This method can greatly reduce the time required to prepare the digital garments, for either online or offline fashion businesses.

Originality/value

The generation of various digital garments by combining multiple fashion features and physical properties is one of the most important features needed for the practical application of drape simulation in the fashion business.

Details

International Journal of Clothing Science and Technology, vol. 24 no. 2/3
Type: Research Article
ISSN: 0955-6222

Keywords

Open Access
Article
Publication date: 6 June 2018

Sun Hongbo and Mi Zhang

As main mode of modern service industry and future economy society, the research on crowd network can greatly facilitate governances of economy society and make it more efficient…

Abstract

Purpose

As main mode of modern service industry and future economy society, the research on crowd network can greatly facilitate governances of economy society and make it more efficient, humane, sustainable and at the same time avoid disorders. However, because most results cannot be observed in real world, the research of crowd network cannot follow a traditional way. Simulation is the main means to put forward related research studies. Compared with other large-scale interactive simulations, simulation for crowd network has challenges of dynamic, diversification and massive participants. Fortunately, known as the most famous and widely accepted standard, high level architecture (HLA) has been widely used in large-scale simulations. But when it comes to crowd network, HLA has shortcomings like fixed federation, limited scale and agreement outside the software system.

Design/methodology/approach

This paper proposes a novel reflective memory-based framework for crowd network simulations. The proposed framework adopts a two-level federation-based architecture, which separates simulation-related environments into physical and logical aspect to enhance the flexibility of simulations. Simulation definition is introduced in this architecture to resolve the problem of outside agreements and share resources pool (constructed by reflective memory) is used to address the systemic emergence and scale problem.

Findings

With reference to HLA, this paper proposes a novel reflective memory-based framework toward crowd network simulations. The proposed framework adopts a two-level federation-based architecture, system-level simulation (system federation) and application-level simulation (application federations), which separates simulation-related environments into physical and logical aspect to enhance the flexibility of simulations. Simulation definition is introduced in this architecture to resolve the problem of outside agreements and share resources pool (constructed by reflective memory) is used to address the systemic emergence and scale problem.

Originality/value

Simulation syntax and semantic are all settled under this framework by templates, especially interface templates, as simulations are separated by two-level federations, physical and logical simulation environment are considered separately; the definition of simulation execution is flexible. When developing new simulations, recompile is not necessary, which can acquire much more reusability, because reflective memory is adopted as share memory within given simulation execution in this framework; population can be perceived by all federates, which greatly enhances the scalability of this kind of simulations; communication efficiency and capability has greatly improved by this share memory-based framework.

Details

International Journal of Crowd Science, vol. 2 no. 1
Type: Research Article
ISSN: 2398-7294

Keywords

1 – 10 of over 14000