Use of Virtual Reality Tools in an Undergraduate Mechanical Engineering Manufacturing Course

The demand for highly skilled engineers in the global manufacturing industry continues to rise as technology grows ever more complex. The advent of networked computerized machines requires a level of technical competence that integrates theory and practical expertise. Companies expect their entry level graduates to have a thorough understanding of the basic manufacturing concepts and experience with handling common equipment and processes. This paradigm presents a challenge as university programs may lack relevant production equipment and curriculum space for laboratory credit hours. Virtual Reality (VR) can counter this impasse since it is relatively inexpensive and can be modified to meet the demands of an ever-changing industry. Using VR, instructors can demonstrate manufacturing processes visually and instruct students on how to handle the equipment within a typical corporate setting. The Center for Aviation and Automotive technology using Virtual ESchools (CAVES) in collaboration with Center for Workforce Development (CWD) at Clemson University has assembled an online repository of virtual reality based teaching supplements for instructors at technical colleges and universities to help prepare students in the aviation, automotive, and manufacturing fields. To evaluate the effectiveness of the prepared material, a pilot study was conducted at Clemson University in a junior level manufacturing processes course. The analysis shows that there was a significant increase in the student performance after the material was implemented. The class instructor stated that the students were more confident in handling equipment and understood the target processes better. However, one concern is the student participation level given that the materials are optional in the class.

[1]  M. Bates,et al.  Developing generic skills at university, during work placement and in employment: graduates' perceptions , 2004 .

[2]  R. Manseur Virtual reality in science and engineering education , 2005, Proceedings Frontiers in Education 35th Annual Conference.

[3]  An investigation of the Information-Seeking Behaviors of Two-Year College Students Enrolled in Technology Programs , 2013 .

[4]  Bruce H. Thomas,et al.  Augmented reality working planes: a foundation for action and construction at a distance , 2004, Third IEEE and ACM International Symposium on Mixed and Augmented Reality.

[5]  M Morgan,et al.  Enhancing employability skills of undergraduate engineering students , 2011 .

[6]  Leonard W. Lion,et al.  Virtual Instruments In An Undergraduate Environmental Engineering Laboratory , 1996 .

[7]  Norhamidi Muhamad,et al.  Employers Perception towards Engineering Employability Skills In Asia , 2009 .

[8]  Jeffrey W. Bertrand,et al.  A comparative evaluation of viewing metaphors on psychophysical skills education in an interactive virtual environment , 2016, Virtual Reality.

[9]  Jeffrey W. Bertrand,et al.  Interactive Three Dimensional Visualization Based Engineering Technology Education – Modeling and Animation , 2013 .

[10]  Dave Sims,et al.  New realities in aircraft design and manufacture , 1994, IEEE Computer Graphics and Applications.

[11]  Jeffrey W. Bertrand,et al.  The role of dimensional symmetry on bimanual psychomotor skills education in immersive virtual environments , 2015, 2015 IEEE Virtual Reality (VR).

[12]  John T. Bell,et al.  Investigation and application of virtual reality as an educational tool , 1995 .

[13]  Madeleine Atkins,et al.  Oven‐ready and Self‐basting: taking stock of employability skills , 1999 .

[14]  Sally Male,et al.  Generic Engineering Competencies: A Review and Modelling Approach , 2010 .

[15]  D.Z. Deniz,et al.  A novel approach to remote laboratories , 2003, 33rd Annual Frontiers in Education, 2003. FIE 2003..

[16]  Steven K. Feiner,et al.  Knowledge-based augmented reality , 1993, CACM.