An Interactive Web-Based 3D Environment for Assembly Training

Author(s):  
Atif Qamar ◽  
Zahed Siddique

The role of multimedia enriched web-based applications is being widely accepted as an effective training and instruction mechanism for technical training. Individualized training tools can be created to fit the trainee’s needs. The use of three-dimensional visualization for the web-based training environments plays a key role in building an effective and highly interactive training application. There are still needs to overcome problems regarding the integration of multimedia objects such as three-dimensional animation and simulation. The main objective of this research is to develop the training system with the help of the latest multimedia tools and using the internet as a delivery media. The use of the three-dimensional visualization adds a significant improvement in web-based environment for technical and engineering trainings. In order to accomplish the goals of this research, two kinds of environments are established. Although, the training sections of both the environments are same, there is a difference in terms of editing the position and appearance of the solid models inside the training environment. In the first environment, there is always need of multimedia specialist to edit the position and appearance of the solid models inside the environment. Second environment is provided with a text-based HTML file to provide the easy editing tool for controlling the solid models inside the training environment.

2014 ◽  
Vol 998-999 ◽  
pp. 712-716
Author(s):  
Jie Zhang ◽  
Fang Wang ◽  
Xin Jun Wang

In view of the problems of long training cycle, big loss, low frequency and high costs exists in traditional assembly repair training, this article builds a three-dimensional virtual training environment and a training method combined presentation and interaction using virtual reality technology. This application enables trainees to learn the WS2400A2 type special equipment chassis assembly repair knowledge on personal computer. This application not only can improve the training quality and efficiency, shorten the training cycle, save training funds and reduce equipment loss, also, has the advantages of safety, are not affected by the conditions of use and environmental restrictions.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


2017 ◽  
Vol 8 (3) ◽  
pp. 299-306 ◽  
Author(s):  
Steven Walker ◽  
Jane Gibbins ◽  
Paul Paes ◽  
Stephen Barclay ◽  
Astrid Adams ◽  
...  

BackgroundEffective training at medical school is essential to prepare new doctors to safely manage patients with palliative care (PC) and end of life care (EOLC) needs. The contribution of undergraduate PC course organisers is central but their collective views regarding role are unknown.ObjectiveTo survey attitudes of PC course organisers regarding their course, organisation, the adequacy of training provided and level of personal satisfaction.MethodsAn anonymised, multifactorial, web-based questionnaire was devised, tested, modified and then sent to lead PC course organisers at all UK medical schools.ResultsData were obtained from all 30 UK medical schools. Organisers agreed/strongly agreed (=agreed) that their PC course was highly rated by students (26, 87%). 25 (83%) agreed their course ‘enabled misconceptions and fears about PC, death, dying and bereavement to be addressed’, ‘delivered quality PC training’ (23, 77%), ‘fulfilled General Medical Council requirements’ (19, 63%), ‘prepared students well to care for patients with PC/EOLC needs’ (18, 60%) and ‘enabled students to visit a hospice and see the role of doctors in caring for the dying’ (17, 57%). Concerns were limited capacity to accommodate students (agreed 20, 66%) and variability in teaching according to location (15, 50%). Most agreed their institution recognised PC training as important (22, 73%), they felt supported by colleagues (21, 70%) and experienced cooperation between stakeholders (20, 67%). All agreed that PC training was essential for undergraduates, while 29 (97%) supported inclusion of a hospice visit in the curriculum. 27 agreed that their role was satisfying (90%), 3 disagreed (10%).ConclusionsApproximately two-thirds of organisers were generally positive about their PC course, institution and role. A minority expressed concerns; these may reflect suboptimal PC training at their medical school and poor preparation of new doctors.


2014 ◽  
Vol 624 ◽  
pp. 540-544
Author(s):  
Biao Deng ◽  
Lian Wei Liu

Considering the problems of long training cycle, low frequency, big loss and high costs existing in traditional training, this article builds a three-dimensional virtual training environment and a interaction training method using virtual reality technology. This application enables trainees to learn a special equipment training knowledge on personal computer. This application can improve the training quality and efficiency, shorten the training cycle, save training funds, reduce equipment loss, has the advantages of safety, and are not affected by the conditions of use and environmental restrictions.


10.12737/2136 ◽  
2013 ◽  
Vol 1 (3) ◽  
pp. 57-60
Author(s):  
Соляникова ◽  
E. Solyanikova ◽  
Нестеренко ◽  
Leonid Nesterenko ◽  
Бурлов ◽  
...  

This paper is devoted to N.A. Rynin – outstanding Russian scientist, talented engineer, splendid theorist and practitioner who brought the invaluable contribution to many areas of science including the theory of air and space flights. This paper’s material is highlighting the role of N.A. Rynin as outstanding person among representatives of geometrography sciences of Russian classic school. His scientific contribution to wonderful world of descriptive geometry is a basis of engineering thought formation at the modern technical training system of junior specialists. Currency of historical information about this outstanding person consists in necessity of prestige raise related to technical education at this country’s high education institutions of our country that is so indispensable on the modern stage of Russia’s development.


2020 ◽  
Vol 3 (2) ◽  
pp. 1-15
Author(s):  
Heenam Lee

This study examines the history of LVCG training, which is attracting attention as the army’s education and training method in the era of the 4th industrial revolution, and the recent trends in advanced countries, and the direction of the army’s LVCG training development. LVCG training is an effective means for soldiers to improve their survival rate and combat skills by experiencing realistic virtual battles iteratively prior to actual deployment, thereby ultimately improving their readiness. The LVCG training system is classified into four categories: live, virtual training, war game training, and game, collectively referred to as LVCG. In the 1980s, advanced countries began to use the LVCG training system in various areas of education and training, and after the 1990s, they promoted a synthetic environment incorporating the LVCG training system. Recently, the synthetic training environment (STE) that integrates LVCG into a three-dimensional virtual environment. This is attracting attention and developed countries are rapidly transitioning to STE. The Army is also promoting education and training innovation based on big data and artificial intelligence by establishing a low-cost, highly efficient LVCG training environment with LVCG integrated around the synthetic training environment platform and securing education and training data using STE.


2019 ◽  
Vol 19 (2) ◽  
pp. 64-68
Author(s):  
V. Koryahin ◽  
O. Blavt

The study objective is the to investigate the dynamics of technical preparedness of basketball players at different stages of their training and the systems of time distribution for its preparation in young basketball players in the process of a long-term training. Materials and methods.The analysis of the literature and the summarizing of the practical experience of basketball coaches and skills generalization. The existing programs and the system of training basketball players of all ages have been analyzed. Young basketball players aged 11-17 years have been tested. Results.The study results have revealed that the effectiveness of the system of the long-term training of basketball players will improve significantly, if it is conducted taking into account a scientifically based strategy of age peculiarities of sportsmen and taking into consideration model characteristics at all stages of sport improvement. Conclusions.The existing programs and training systems do not sufficiently take into account the importance of technical skills in basketball. The age peculiarities of the development of young basketball players are not taken into account.The identified level of technical preparedness of basketball players of all ages confirms the need to revise the training system in terms of increasing the role of mastering skills of the game technique at stages from 11 to 17 years old.


2017 ◽  
Vol 1 (1) ◽  
pp. 44-49
Author(s):  
Nur Azizah ◽  
Dedeh Supriyanti ◽  
Siti Fairuz Aminah Mustapha ◽  
Holly Yang

In a company, the process of income and expense of money must have a profit-generating goal base. The success of financial management within the company, can be monitored from the ability of the financial management in managing the finances and utilize all the opportunities that exist with as much as possible with the aim to control the company's cash (cash flow) and the impact of generating profits in accordance with expectations. With a web-based online accounting system version 2.0, companies can be given the ease to manage money in and out of the company's cash. It has a user friendly system with navigation that makes it easy for the financial management to use it. Starting from the creation of a company's cash account used as a cash account and corporate bank account on the system, deletion or filing of cash accounts, up to the transfer invoice creation feature, receive and send money. Thus, this system is very effective and efficient in the management of income and corporate cash disbursements.   Keywords:​Accounting Online System, Financial Management, Cash and Bank


1996 ◽  
Vol 34 (1) ◽  
pp. 27
Author(s):  
Sue Yon Shim ◽  
Ki Joon Sung ◽  
Young Ju Kim ◽  
In Soo Hong ◽  
Myung Soon Kim ◽  
...  

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