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Virtual reality (VR) technology allows for the creation of fully immersive environments that enable personalized manufacturing learning. This case study discusses the development of a virtual learning factory that integrates manual and automated manufacturing processes such as welding, fastening, 3D printing, painting, and automated assembly. Two versions of the virtual factory are developed: (1) a multiplayer VR environment for the design and assembly of car toys; which allows for the collaboration of multiple users in the same VR environment, and (2) a virtual plant that utilizes heavy machinery and automated assembly lines for car manufacturing. The virtual factory also includes an intelligent avatar that can interact with the users and guide them to the different sections of the plant. The virtual factory enhances the learning of advanced manufacturing concepts by combining virtual objects with hands-on activities and providing students with an engaging learning experience.
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Problem-solving focuses on defining and analyzing problems, then finding viable solutions through an iterative process that requires brainstorming and understanding of what is known and what is unknown in the problem space. With rapid changes of economic landscape in the United States, new types of jobs emerge when new industries are created. Employers report that problem-solving is the most important skill they are looking for in job applicants. However, there are major concerns about the lack of problem-solving skills in engineering students. This lack of problem-solving skills calls for an approach to measure and enhance these skills. In this research, we propose to understand and improve problem-solving skills in engineering education by integrating eye-tracking sensing with virtual reality (VR) manufacturing. First, we simulate a manufacturing system in a VR game environment that we call a VR learning factory. The VR learning factory is built in the Unity game engine with the HTC Vive VR system for navigation and motion tracking. The headset is custom-fitted with Tobii eye-tracking technology, allowing the system to identify the coordinates and objects that a user is looking at, at any given time during the simulation. In the environment, engineering students can see through the headsetmore »
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Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering students used in solving the problem and their group effectiveness. Background: The use of simulation games to teach problem solving in design and manufacturing is an effective approach to convey concepts to students. Simulation games engage students in experiential and collaborative learning with fun elements. Research Questions: How does hands-on simulation engage students in collaborative problem solving? How does participation in collaborative problem solving affect group effectiveness? Methodology: This work presents a study of 37 university-level engineering students in the United States. Participants worked in groups completing the simulation game and responded to surveys on their various skills used. Findings: Participants utilized analytical, metacognitive, and thinking skills in their engagement, reported that the simulation games enhanced their understanding of manufacturing concepts and active collaboration improved problem-solving effectiveness.
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The characteristics of metal and materials are very important to design any component so that it should not fail in the life of the service. The properties of the materials are also an important consideration while setting the manufacturing parameters which deforms the raw material to give the design shape without providing any defect or fracture. For centuries the commonly used method to characterize the material is the traditional uniaxial tension test. The standard has been created for this test by American Standard for Testing Materials (ASTM) – E8. This specimen is traditionally been used to test the materials and extract the properties needed for designing and manufacturing. It should be noted that the uniaxial tension test uses one axis to test the material i.e., the material is pulled in one direction to extract the properties. The data acquired from this test found enough for manufacturing operations of simple forming where one axis stretching is dominant. Recently a sudden increase in the usage of automotive vehicles results in sudden increases in fuel consumption which results in an increase in air pollution. To cope up with this challenge federal government is implying the stricter environmental regulation to decrease air pollution. Tomore »
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Investing in the Future: Bringing Research and Industry intoSimulation-based Manufacturing EducationManufacturing makes tremendous contributions to the economy as it increases gross domestic product and exports, creates high-paying jobs, generates meaningful return on investment, and supports many other sectors. The future of manufacturing depends on preparing younger generations for innovation and skill-intensive jobs through Science, Technology, Engineering, and Math (STEM) programs. However, there is a dearth of manufacturing presence in the current curricular content as most STEM high school and community college educators do not have training in manufacturing concepts and likely have not worked in the modern manufacturing industry. An effective way of bringing manufacturing to the curriculum is to include simulation and automation hands-on experimentation. This paper presents the second year of an ongoing Research Experiences for Teachers (RET) Site in Manufacturing Simulation and Automation. The objectives of the program are to 1) improve instructors’ research and professional skills, and 2) help them translate the cutting-edge manufacturing research to their classrooms by creating and implementing new curricula. This will stimulate students’ interest in the topic and strengthen manufacturing education.
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With the rise in manufacturing jobs in the United States, companies are having a difficult time filling the job openings for skilled production workers. It takes an average of two months to fill these positions. This study is designed to introduce the fundamental concepts of manufacturing and demonstrate these concepts through hands-on simulation of the different manufacturing paradigms. The paper is the result of the authors’ participation in a six-week NSF RET program at Penn State Behrend where high school and community college educators worked together to develop curriculum for high school students. Lesson plans, handouts, and required material lists were developed and tested. Surveys conducted after the simulation experiment provided improvements for the exercise. The simulations were then implemented in high school classrooms to improve the awareness of manufacturing among high school students and develop their technical and professional skills. By understanding the evolution of manufacturing and becoming aware of the need to gain advanced skills required for today, students will be encouraged to consider pursuing careers in manufacturing.
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This paper discusses the implementation of Industry 4.0 in an educational setting. Simulation, virtual reality, analytics, robotics and automation, and 3D printing are integrated to develop a small-scale production line for producing and inspecting 3D printed parts. The system consists of a robot and controller, programmable logic controller, 3D printer, machine vision system, conveyor belt, 3-phase motor and motor controller, webcam, PC and monitor, Raspberry Pi computer, pneumatic system, beam sensor, simulation software, and VR equipment. The system components are connected via ethernet cables running to a basic ethernet switch. An ethernet router is also connected to the switch to resolve IP connection attempts by the connected components. A mini CNC machine is used to drill holes on small metal parts that are assembled with 3D printed parts and plastic bricks to make a car toy. A robot is pre-programmed to perform the assembly of the car toy and a Cognex® camera is used to inspect the parts. Deep learning models are used to predict the remaining useful life of the drilling bits.
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Virtual reality (VR) technology allows for the creation of fully immersive environments that enable personalized manufacturing learning. This case study discusses the development of a virtual learning factory that integrates manual and automated manufacturing processes such as welding, fastening, 3D printing, painting, and automated assembly. Two versions of the virtual factory are developed: (1) a multiplayer VR environment for the design and assembly of car toys; which allows for the collaboration of multiple users in the same VR environment, and (2) a virtual plant that utilizes heavy machinery and automated assembly lines for car manufacturing. The virtual factory also includes an intelligent avatar that can interact with the users and guide them to the different sections of the plant. The virtual factory enhances the learning of advanced manufacturing concepts by combining virtual objects with hands-on activities and providing students with an engaging learning experience.