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Modeling from the perspectives of software engineering and systems engineering have co-evolved over the last two decades as orthogonal approaches. Given the central role of software in modern cyber-physical systems and the increasing adoption of digital engineering practices in complex systems design, there is now significant opportunity for collaborative design among system users, software developers, and systems engineers. Model-based systems engineering (MBSE) and systems modeling languages can support seamless cross-domain connectivity for design, simulation, and analysis of emerging technologies such as Augmented Reality (AR). This paper presents a co-design process for extending the capability of an existing AR application referred to as a No-Code AR Systems (NCARS) framework. NCARS enables content developed by multi-domain authors to be deployed on AR devices through a software layer that bridges the content to the game engine that drives the AR system. Utilizing a software dependency diagram of the AR Annotation function, an existing MBSE model of the AR system is extended to include the structure and behavior of relevant software components. This allows a modular design of the system to address needs in integrating new requirements into the existing application. New user requirements for tracking items in motion in the user’s physical environment with virtual annotations in the augmented space are collaboratively designed and visualized through use case, block definition, internal block, and sequence diagrams. They capture the required structure and behavior of the proposed to-be system.more » « less
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Balance problems affect more than eight million adults, and the percentage of balance problems increases with age. Globally, the population is aging, making balance problems a relevant topic of investigation. Balance impairments are the primary cause of falls, which result in debilitating injuries, especially for the elderly population. There is a significant opportunity for students in engineering and other disciplines to explore and contribute to research and education in this area. In this work, a group of graduate students from electrical, industrial, and mechanical engineering present research that will be mapped into an educational module on this topic. This module is co-created with faculty and domain experts. Sensors of various types are being investigated for monitoring gait and identifying the propensity for losing balance. A survey of the state of the art of sensor technology pertaining to balance is conducted. Models of human balance during quiet standing are investigated. An interactive simulation tool is developed to allow students to vary the model parameters and gain an intuitive understanding of the engineering principles involved. For engineering students, this offers many opportunities to better understand how topics they study in engineering courses relate to a significant societal problem. For students in courses such as statics, dynamics, and control systems, the concepts of change in the center of mass, the center of pressure, the inverted pendulum, and stability can be reinforced in relation to the balance dynamics problem. This paper describes the framework that will be used in an educational module that will improve undergraduate engineering concepts through balance dynamics experiments and simulations, and present interdisciplinary research problems to graduate students. This study contributes to an Innovations in Graduate Education National Science Foundation research project.more » « less
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Augmented Reality (AR) devices offer novel capabilities that can be exploited in AR systems to positively impact human-machine interactions in a variety of future-work and education contexts. This paper presents a systems model for a no-code AR systems framework that can be used to create AR applications that present just-in-time informatics to assist and guide users in the completion of complex task sequences while ensuring operator and environment safety. The salient structural and behavioral aspects of the system, and key use cases are modeled using the Systems Modeling Language (SysML). Representative examples of the model are presented using use case, block definition, internal block, activity, and state-machine diagrams. These models offer new insights into how AR capabilities can be integrated with a variety of engineered systems. In the future such SysML models can steer the design of new tools and an ontology to strengthen connections to domain knowledge.more » « less
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Recent advances in Augmented Reality (AR) devices and their maturity as a technology offers new modalities for interaction between learners and their learning environments. Such capabilities are particularly important for learning that involves hands-on activities where there is a compelling need to: (a) make connections between knowledge-elements that have been taught at different times, (b) apply principles and theoretical knowledge in a concrete experimental setting, (c) understand the limitations of what can be studied via models and via experiments, (d) cope with increasing shortages in teaching-support staff and instructional material at the intersection of disciplines, and (e) improve student engagement in their learning. AR devices that are integrated into training and education systems can be effectively used to deliver just-in-time informatics to augment physical workspaces and learning environments with virtual artifacts. We present a system that demonstrates a solution to a critical registration problem and enables a multi-disciplinary team to develop the pedagogical content without the need for extensive coding. The most popular approach for developing AR applications is to develop a game using a standard game engine such as UNITY or UNREAL. These engines offer a powerful environment for developing a large variety of games and an exhaustive library of digital assets. In contrast, the framework we offer supports a limited range of human environment interactions that are suitable and effective for training and education. Our system offers four important capabilities – annotation, navigation, guidance, and operator safety. These capabilities are presented and described in detail. The above framework motivates a change of focus – from game development to AR content development. While game development is an intensive activity that involves extensive programming, AR content development is a multi-disciplinary activity that requires contributions from a large team of graphics designers, content creators, domain experts, pedagogy experts, and learning evaluators. We have demonstrated that such a multi-disciplinary team of experts working with our framework can use popular content creation tools to design and develop the virtual artifacts required for the AR system. These artifacts can be archived in a standard relational database and hosted on robust cloud-based backend systems for scale up. The AR content creators can own their content and Non-fungible Tokens to sequence the presentations either to improve pedagogical novelty or to personalize the learning.more » « less
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Recent advances in Augmented Reality (AR) devices and their maturity as a technology offers new modalities for interaction between learners and their learning environments. Such capabilities are particularly important for learning that involves hands-on activities where there is a compelling need to: (a) make connections between knowledge-elements that have been taught at different times, (b) apply principles and theoretical knowledge in a concrete experimental setting, (c) understand the limitations of what can be studied via models and via experiments, (d) cope with increasing shortages in teaching-support staff and instructional material at the intersection of disciplines, and (e) improve student engagement in their learning. AR devices that are integrated into training and education systems can be effectively used to deliver just-in-time informatics to augment physical workspaces and learning environments with virtual artifacts. We present a system that demonstrates a solution to a critical registration problem and enables a multi-disciplinary team to develop the pedagogical content without the need for extensive coding. The most popular approach for developing AR applications is to develop a game using a standard game engine such as UNITY or UNREAL. These engines offer a powerful environment for developing a large variety of games and an exhaustive library of digital assets. In contrast, the framework we offer supports a limited range of human environment interactions that are suitable and effective for training and education. Our system offers four important capabilities – annotation, navigation, guidance, and operator safety. These capabilities are presented and described in detail. The above framework motivates a change of focus – from game development to AR content development. While game development is an intensive activity that involves extensive programming, AR content development is a multi-disciplinary activity that requires contributions from a large team of graphics designers, content creators, domain experts, pedagogy experts, and learning evaluators. We have demonstrated that such a multi-disciplinary team of experts working with our framework can use popular content creation tools to design and develop the virtual artifacts required for the AR system. These artifacts can be archived in a standard relational database and hosted on robust cloud-based backend systems for scale up. The AR content creators can own their content and Non-fungible Tokens to sequence the presentations either to improve pedagogical novelty or to personalize the learning.more » « less
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Balance problems affect more than eight million adults, and the percentage of balance problems increases with age. Globally, the population is aging, making balance problems a relevant topic of investigation. Balance impairments are the primary cause of falls, which result in debilitating injuries, especially for the elderly population. There is a significant opportunity for students in engineering and other disciplines to explore and contribute to research and education in this area. In this work, a group of graduate students from electrical, industrial, and mechanical engineering present research that will be mapped into an educational module on this topic. This module is co-created with faculty and domain experts. Sensors of various types are being investigated for monitoring gait and identifying the propensity for losing balance. A survey of the state of the art of sensor technology pertaining to balance is conducted. Models of human balance during quiet standing are investigated. An interactive simulation tool is developed to allow students to vary the model parameters and gain an intuitive understanding of the engineering principles involved. For engineering students, this offers many opportunities to better understand how topics they study in engineering courses relate to a significant societal problem. For students in courses such as statics, dynamics, and control systems, the concepts of change in the center of mass, the center of pressure, the inverted pendulum, and stability can be reinforced in relation to the balance dynamics problem. This paper describes the framework that will be used in an educational module that will improve undergraduate engineering concepts through balance dynamics experiments and simulations, and present interdisciplinary research problems to graduate students. This study contributes to an Innovations in Graduate Education National Science Foundation research project.more » « less
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