Development of cost effective virtual reality tools for engineering education
This presentation is the property of its rightful owner.
Sponsored Links
1 / 15

Development of Cost-Effective Virtual Reality Tools for Engineering Education PowerPoint PPT Presentation


  • 86 Views
  • Uploaded on
  • Presentation posted in: General

Development of Cost-Effective Virtual Reality Tools for Engineering Education. A. Tragler, L. Srinivasan, M. McLauren and D.W. Brenner Department of Materials Science and Engineering North Carolina State University, Raleigh, NC Sponsors: National Science Foundation (DUE and DMR) Intel

Download Presentation

Development of Cost-Effective Virtual Reality Tools for Engineering Education

An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -

Presentation Transcript


Development of cost effective virtual reality tools for engineering education

Development of Cost-Effective Virtual Reality Tools for Engineering Education

A. Tragler, L. Srinivasan, M. McLauren and D.W. Brenner

Department of Materials Science and Engineering

North Carolina State University, Raleigh, NC

Sponsors:

  • National Science Foundation (DUE and DMR)

  • Intel

  • Microsoft

  • Sensable Technologies (Development Partner)


Motivation

Motivation

  • Limited retention of concepts from introductory materials engineering lectures.

  • Lack of hands-on experience with concepts such as bond strengths makes course material too abstract for some students.

  • Strongly tactile learners handicapped by lecture format and course content.

  • Significant population of engineering students alienated from materials science curriculum.


Program goals

Program Goals

  • Enhance retention of fundamental principles of materials science and engineering

  • Enable visual/tactile active learning of `abstract’ concepts:

  • bond strengths,

  • diffusion barriers,

  • stress-strain curves

  • Add physical intuition to engineering skill set

  • Motivate `hands-on’ engineering students to consider materials engineering.


Unc chapel hill virtual reality workbench

UNC-Chapel Hill Virtual Reality Workbench

R. Superfine, S. Washburn, Physics; R. Taylor, F. Brookes, Computer Science

Research Application:

Visual and tactile force-

feedback user interface

controls atomic-force

microscope tip position.

Current design: ~$100,000


Traditional virtual reality technology

Traditional Virtual Reality Technology

  • Used primarily for high-tech training, entertainment, etc.

  • Attempt to mimic interaction with a real immersive environment

  • Incorporating tactile stimulation with immersive visual displays has been expensive - $100,000+

  • Limited access to undergraduate students for education


Virtual reality technology and education our vision

Virtual Reality Technology and Education: Our Vision

Replace

  • immersive visual environment with single monitor and PC-based graphics

  • `realistic’ environments with idealized representations (e.g. ball-and-stick molecules)

  • advanced tactile technologies with new hand-held devices - key technology advance

  • one $100,000+ device with many low-cost devices.


Why a materials science department

Why a Materials Science Department?

  • Cutting edge research in computer science is often defined by cost of technology; cost efficiency is not usually of primary concern

  • Better connection with educational requirements of materials science and engineering

  • Close feedback from end users

    Drawbacks:

  • Finding students with necessary computational skills and interests

  • Appropriate topic for thesis research?


The phantom haptic

The Phantom Haptic

SensAble Technologies (MIT student spin-off)

http://www.sensable.com

Premium 1.0 (~$15,000) Desktop ($9,950)


Current educational design

Current Educational Design

  • Students manipulate virtual objects

  • Current design: ~$25,000 ($15,000)

  • Projected cost (5-10 years): ~$1,000-$3,000


Educational modules

Educational Modules

  • Diatomic Bond Strengths

  • force and energy curves

  • covalent, metallic, ionic, van der Waals bonding

  • Stress-Strain Relations

  • linear and nonlinear elastic behavior

  • yield, tensile strengths and plastic behavior

  • work hardening, dislocation motion

  • Atomic Diffusion

  • relative barriers for bulk, defect and surface diffusion

  • Electron Densities

  • Polymer Bonding and Properties


Diatomic bonding and interatomic forces

Diatomic Bonding and Interatomic Forces

User Interface:

  • control atom

    motion with

    haptic

  • simultaneously

    feel force and

    view energy

    and force

    graphically

  • Sphere rendering

    and forces

    calculated in

    real time


Diatomic bonding and interatomic forces1

Diatomic Bonding and Interatomic Forces

User interface - dialog box with system choice

  • Choose systems

    representative of

    bonding types

  • Interface resets

    graphs, feedback

    forces, and sphere

    radii.


Diatomic bonding and interatomic forces2

Diatomic Bonding and Interatomic Forces

Dialog box with leading questions.

  • enhances active

    learning

  • better retention

    of information

  • stimulates

    interaction with

    computer

    model


Stress strain behavior

Stress-Strain Behavior

User Interface

  • Control strain of

    sample with haptic

  • simultaneously

    feel stress, view

    stress-strain curve,

    sample necking

  • dialog boxes with

    different types

    of behavior, leading

    questions

    To be added:

  • permanent

    deformation

  • strain hardening

  • dislocation motion


Conclusions

Conclusions

Virtual reality technology:

  • is fast becoming accessible to undergraduate education

  • makes ‘abstract’ concepts understandable

  • can motivate ‘hands-on’ tactile learners

  • facilitates active learning

  • leads to better knowledge retention (?)

  • adds intuition to engineering skill set

    Thanks again to

    National Science Foundation, Intel, Microsoft


  • Login