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  1. null (Ed.)
    There is a cohesive body of research on the effectiveness of problem-based learning (PBL) for a wide range of learner groups across different disciplines in engineering education. On the other hand, there is a growing interest in using immersive technologies such as virtual reality (VR) in engineering education. While there are many literature review articles on each of these subjects separately, there is a lack of review articles on the application of combined PBL-VR learning environments in engineering education. This paper provides an assessment of the applications and potential of implementing immersive technologies in a PBL setting to utilize the advantages of both paradigms. More specifically, this paper aims to provide insights related to two main questions: (1) where (in what disciplines/subjects) PBL and VR have been used together in engineering education? And, (2) how are VR and PBL integrated and used in engineering education? The first question is investigated by performing a bibliometric analysis of relevant papers published in the proceedings of previous ASEE annual conferences. The second question is explored by performing a literature review and classification of ASEE papers that discuss the use of VR in conjunction with PBL. Our findings reveal a gap between the application of integrated PBL and VR across different disciplines in engineering education. We also analyze the trends related to PBL and VR application in engineering education over time. Finally, we identify and propose future opportunities related to the combination of PBL and immersive technologies, including but not limited to immersive simulation-based learning (ISBL) and incorporating artificial intelligence (AI) into immersive virtual/simulated learning environments used in engineering education. 
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  2. Abstract

    We introduce the visibility graph as an alternative way to estimate the length of a route traveled by order pickers in a warehouse. Heretofore it has been assumed that workers travel along a network of travel paths corresponding to centers of aisles, including along the right angles formed where picking aisles join cross aisles. A visibility graph forms travel paths that correspond to more direct and, we believe, more appropriate “travel by sight.” We compare distance estimations of the visibility graph and the aisle‐centers method analytically for a common traditional warehouse design. We conduct a range of computational experiments for both traditional and fishbone warehouse layouts to assess the impact of this change in distance metric. Distance estimations using aisle‐centers calculates a length of a picking tour on average 10–20% longer compared to distance estimations based on the visibility graph. The visibility graph metric also has implications for warehouse design: when comparing three traditional layouts, the distance model using a visibility graph resulted in choosing a different best layout in 13.3% of the cases.

     
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