Dominion University Yuzhong Shen received his B.S. degree in Electrical Engineering from Fudan University, Shanghai, China, M.S. degree in Computer Engineering from Mississippi State University, Starkville, Mississippi, and Ph.D. degree in Electrical Engineering from the University of Delaware. Dr. Shen is currently a Professor of Electrical and Computer Engineering at Old Dominion University. His research interests lie in visualization and computer graphics, virtual reality, augmented reality, transportation modeling and simulation, signal and image processing, and general modeling and simulation.Charles I Sukenik, Old Dominion University Charles I. Sukenik received a B.A. in Physics from Cornell University in 1987 and
Paper ID #17207Exploring the Feasibility of an Educational Computer Game as a Novel Meansof Assessing Problem Solving CompetenciesDr. Jacob R Grohs, Virginia Tech Jacob Grohs is an Assistant Professor in Engineering Education at Virginia Tech with Affiliate Faculty status in Biomedical Engineering and Mechanics and the Learning Sciences and Technologies at Virginia Tech. He holds degrees in Engineering Mechanics (BS, MS) and in Educational Psychology (MAEd, PhD).Darren K Maczka, Virginia Tech Department of Engineering Education Darren Maczka is a Ph.D. student in Engineering Education at Virginia Tech. His background is
fireexplosion impact on the cabinets and is accompanied by the burning, melting, and fire explosionsound effects.The researchers visited the local fire station to receive feedback and consultancy on the firescene development to make the scenes as realistic as possible. The received feedback andsuggestions were incorporated into the scenes, where the environments gradually go darker asthe time progresses within the scene. The researchers initially started with a real burning roomfire scene and incorporate into the VR simulation, however, the rarity of training facilities,resources, as well as the equipment’s heat resistance factors steered the VR simulation to bedeveloped in an animation and game engines. In contrast, the number of VR headsets
teaching construction management concepts. In: Proceedings of the 27th International Conference on Applications of IT in the AEC Industry. Cairo, Egypt: 2010.8. Kamat VR, Martinez JC. General-purpose 3D animation with VITASCOPE. 2004.9. Kamat VR, Martinez JC. Validating Complex Construction Simulation Models Using 3D Visualization. Syst Anal Model Simul 2003.10. Martinez JC, Ioannou PG. General-purpose systems for effective construction simulation. J Constr Eng Manag 1999.11. Halpin DW, Woodhead RW. CONSTRUCTO - A computerized construction management game. Constr Res Ser No 14 Dep Civ Eng Univ Ill Urbana IL 1970.12. AbouRizk SM, Dozzi SP. Application of computer simulation resolving construction disputes. J Constr
the laptop offers more computational power. The laptop displayseen in Figure 3 also allows the instructor to follow the learner’s progress and see the learner isduring the simulation.Fig. 2. Process steps and their order in the simulator. (a) Process steps (b) Top view of silicon wafer (c)Cross section of silicon waferFig. 3. Setup for playing the simulator. It includes an Oculus Quest Headset and a laptop to run thecomputing as well as serve as a secondary display.2.2. Mixed methods studyWe designed a mixed methods study to investigate how students in a nanoelectronics courseutilized our virtual reality cleanroom prototype and what changes they recommended to improveits instructional value and usability. The study consisted of a quantitative
Paper ID #18200Enhancing Additive Manufacturing Education Using Virtual Rapid Proto-typing Simulator ToolDr. Aditya Akundi, University of Texas, El Paso Aditya Akundi is currently affiliated to Industrial Manufacturing and Systems Engineering department, and Research Institute for Manufacturing and Engineering Systems at University of Texas, ElPaso. He earned a Bachelor of Technology in Electronics and Communication Engineering from Jawaharlal Nehru Technological University, India. He earned a Master of Science in Electrical and Computer En- gineering at the University of Texas at El Paso (UTEP). Intrigued by Systems
Paper ID #36573Producing FE Simulation Models for Analysis of Solid BodiesDr. Shahnam Navaee, Georgia Southern University Dr. Navaee is currently a full professor in the Department of Civil Engineering and Construction in the Allen E. Paulson College of Engineering and Computing at Georgia Southern University. Dr. Navaee received his B.S. and M.S. degrees in Civil Engineering from Louisiana State University, and his Ph.D. in Engineering from Clemson University. Prior to his current faculty position, Dr. Navaee served in several administrative rolls. One year as the Interim Chair of the Dept. of Civil Engineering and
strategies are at least as effective as hands-on teachingmethodologies for the purpose of learning of IT concepts. The paper also compares the results ofthe study with the earlier studies and recommends strategies for using feedback mechanism toimprove students’ learning in designing and simulation-based IT training. I. Introduction The continuing growth on the technological front has been challenging all of us with the newways to convey information. From the early days of radio to the new age of the Internet, the Page 26.581.2underlying purpose remains the same. The key components to the success of every newinstructional or communication
Paper ID #39460A thermoforming student project including experiments, simulations, andtheory.Josiah Kesler, Oral Roberts University I am an Engineering student at Oral Roberts University in Tulsa, Oklahoma. I am 28 years old and am graduating this May.Christian Montgomery, Oral Roberts University Junior mechanical engineering student at Oral Roberts University.Dr. John E. Matsson, Oral Roberts University John Matsson is a Professor of Mechanical Engineering at Oral Roberts University in Tulsa, OK. He earned M.S. and Ph.D. degrees from the Royal Institute of Technology in Stockholm, Sweden in 1988 and 1994 respectively
with High Performance Computing Teaching and ResearchAbstractToday’s scientists and engineers depend increasingly on information and tools made availablethrough new and advanced computing technologies, such as networks, large data analysis, andsophisticated simulation tools that assist in the understanding of natural phenomena. HighPerformance Computing (HPC) now plays a critical role in enabling such scientific andengineering inquiry. However, undergraduate students are still lacking experience in how HPCfunctions, because our current computing curricula do not adequately cover HPC. To solve thisproblem, a team of faculty members obtained external funding to improve undergraduatecomputing education through enhanced
comparison between the traditionalmethods and the proposed procedures, it was demonstrated that the latter significantly sped up theprocess of creating virtual laboratory implementations.1. IntroductionAlthough the concept of virtual reality (VR) has not been universally defined, VR is used torepresent the real world by a computer-simulated virtual representation of it. 1 Many forms of VRcan be found at present, and they can be divided into four main types: desktop VR, immersive VR,distributed VR and augmented VR. In the environment of VR, multiple users can manipulate andshare the virtual representations of the real world. At the same time, they can also cooperate witheach other. VR systems are inherently safer and less failure prone than their
a CT framework developed by the Purdue INSPIREResearch Institute for Pre-College Engineering [11]. The CT framework includes Abstraction,Algorithms and Procedures, Use of Data, Debugging/Troubleshooting, Problem Decomposition,Parallelization, Simulations & Patterning. A definition of each of the competencies of our CTframework will be included in the results section.MethodsIn this Work in Progress paper, we utilized an exploratory qualitative approach to capture youngchildren’s engagement in computational thinking competencies. We focused on video data we collected 1 from 21 students from a first-grade class during a field trip to a
research, Washington DC: American Psychological Association, pp. 281-302.13. Despotakis, T., Palaigeorgiou, G., and Tsoukalas, I., 2007, “Students‟ Attitudes Towards Animated Demonstrations as Computer Learning Tools,” Journal of Educational Technology & Society, 10(1), pp.196-205.14. Ertelt, A., Renkl, A., and Spada, H., 2006, “Making a Difference – Exploiting the Full Potential of Instructionally Designed on-Screen Videos,” in the Proceedings of the International Conference on Learning Sciences, pp.154-160.15. Bransford, J., Brown, A. L., and Cocking, R. R., 2000, “How People Learn: Brain, Mind, Experience, and School (2nd Edition), ” Washington DC: National Academy Press.16. Yalvac, B., Smith, H. D., Hirsch, P., and Troy
to Ash Hollow Nebraska). Basically, we are looking for simulated traveling on a multi- day trip with consumables, health (both animals and humans), and some random events. Design Review (2 weeks after MVP) teams need to have an initial version of their game up; some features can be underdeveloped at this point to focus on key items. But key items are to be eventually implemented! 19 2022 SOFTWARE APPLICATION FAIR • Critical Design Review • Make elevator pitch – Needs, Approach, Benefits, Competition • Conduct game demo • Teams receive same day feedback – Use input to make final
. Washington, DC: ASEE.7. Guzdial, M. (2008). Paving the way for computational thinking. Communications of the ACM, 51(8), 25-27.8. Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35.9. Cabo, C., & Lansiquot, R. D. (2014). Synergies between writing stories and writing programs in problem-solving courses. In Proceedings of the 2014 IEEE Frontiers in Education Conference (pp. 888-896). New York: IEEE.10. Cabo, C., & Lansiquot, R. D. (2013). Development of interdisciplinary problem-solving strategies through games and computer simulations. In R. D. Lansiquot (Ed.) Cases on interdisciplinary research trends in science, technology, engineering, and mathematics: Studies on urban classrooms
andcomponents, as well as how instructions are executed and handled by various architectures.Topics covered include Boolean algebra, combinational circuits, sequential circuits, finite statemachine design, processor pipelines, and memory hierarchy. Instruction is typically delivered in alaboratory setting using computer system simulators to provide students with a hands-onunderstanding of the topics covered in class. These simulators are frequently used to help studentsunderstand complex technologies that are difficult to conceptualize and visualize without the helpof graphical animations that modern simulators can provide. This hardware-focused course isoffered as a major requirement as part of the four-year undergraduate CS degree program.According
Texas at Brownsville. After graduation, he was employed at sev- eral corporations including Pixera, a digital multimedia processing company in Cupertino, CA, 3COM, a networking and communication company in Schaumberg, IL, and Mercantec, an E-Commerce company in Naperville, IL. He has more than 40 publications in the field, and has served as a reviewer/moderator for several scientific and educational journals and conferences. He joined UTB in the Spring of 2000. His areas of interest include Imaging, Visualization and Animation, Networking and Cyber Security, Web Design, Computer Graphics, and Linguistics.Prof. Fitratullah Khan, University of Texas - Rio Grande Valley Professor Fitratullah Khan has been teaching
community. Much of the research is stillworking out how to model emotion from one or more data sources and does not attempt toincorporate the model in an ITS. For example, Grafsgaard et al. tracked student posture, gestureand skin conductance during human-to-human, computer-mediated tutorial dialogues about Javaprogramming. They found that students’ shifts in posture and gesturing were associated withparticular types of dialogical moves by the tutor (e.g., positive feedback).Pedagogical agents are anthropomorphic characters in educational software that are usuallyrepresented by static or animated avatars and are used to deliver notifications, messages andtutorial dialogues. We found that systems combining ITS with pedagogical tutors, which
, the instructor can help students understand abstract concepts. Especially in scienceand engineering courses, where the concepts involved can be complex and sometimes impossibleto demonstrate via an experiment due to the time scales, length scales of the processes or evensafety concerns. Although the concept of learning styles is much debated6-10, more and moreeducators have started adopting technologies like Smartboards, computer simulations, videos,animations, e-books, interactive e-books, online learning module templates, online grading tools,video games5, etc. The percentage of students enrolled in online courses went from 9.6% in Fall2002 to 32% in Fall 201111. Going beyond the traditional lecture-notes methodology, is not onlybecoming an
research is on the use of self-regulation strategies commonlyapplied to solve problems requiring “recursive and non-recursive mechanism.” Thinkingrecursively is one of the strategies of computational thinking. Computational thinking ispopularly defined as a way of solving problems, designing systems, and understanding humanbehavior that draws on concepts fundamental to computer science. The hypothesis of thisresearch is that students with experience in applying a computational thinking strategy will usedifferent self-regulation strategies than less experienced ones.REU Research Project 2: Effect of Computer Simulation and Animation on Students’Motivation, Self-Regulation, and Cognitive Strategies in Engineering DynamicsThe research focuses on a
of Business from Baker College. Currently, Mark is completing his disser- tation in fulfillment of the requirements of a Doctorate in Educational Leadership from Central Michigan University.Mr. James Walker, Michigan Technological University James Walker holds an M.S. in computer science from Michigan Technological University, where he currently performs virtual reality research in pursuit of his Ph.D. He was the lead software developer for the robotics simulator described in this paper. c American Society for Engineering Education, 2016 Revamping Robotics Education via University, Community College and Industry Partnership - Year 1 Project ProgressAbstractRecently, educators
engineering texts on classical controls, linear systems, and multivariable control. Dr. Rodriguez has given over 70 invited presentations - 13 plenary - at international and national forums, conferences and corporations. Since 1994, he has directed an extensive engineering mentoring-research academic success and professional development (ASAP) program that has served over 500 students. These efforts have been supported by NSF STEP, S-STEM, and CSEM grants as well as industry. Dr. Rodriguez’ research inter- ests include: control of nonlinear distributed parameter, and sampled-data systems; modeling, simulation, animation, and real-time control (MoSART) of Flexible Autonomous Machines operating in an uncertain Environment
by recognizing the maincharacteristics of the animals in the real world and associate them with 2D models.Lesson 4A In this lesson, L4A, learners were exposed to a sequencing activity through a story book,Joey and Jet. The story features a dog that goes through various steps to catch a ball.Accordingly, learners needed to make a set of steps that the dog followed in the story. One of theobjectives of this lesson was to engage learners in computational thinking competencies (i.e.,Algorithm and Procedures) by making a correct set of orders on a flowchart provided in thelesson. This lesson also aligns with national standards (e.g., NGSS: K-2-ETS1-1; CCSS-ELA:SL.1.1, SL.K.6, RL.1.7, L.1.1.I; CSTA: 1A-A-5-3). Encouragement was the
offers courses in technical graphicsprogramming, game development and 3D animation classes to prepare students for theentertainment graphics industry that includes video game development, virtual simulations,mixed reality application development and animation. One of the main objectives of this specialtopics course offered in Fall 2022, was to challenge students to critically look at their owncomputer graphics practices and speculate future scenarios [8], [9] for digital entertainment -situated in projected futures impacted by various social, economic, and environmental scenarios.Students were introduced to design research methodologies and speculative tools to prototype thefuture of entertainment practices and design strategies to create human
systems available that provide extensive simulation andanalysis capabilities,16–20 none provide true synthesis capabilities that would enable designers toinnovate machines at a fundamental level. Autodesk’s Force Effect Motion21 is one of the few mo-bile app, which provides simulation capabilities for N-bar linkages. A detailed review of the stateof the art in Computer Aided Mechanism Design can be found in Chase et al.22 and is summarizedin Purwar et al.23 MotionGen24 (http://www.motiongen.io) is a planar four-bar linkage simulation and syn-thesis app available for download for free at both Google Play–25 and Apple’s iTunes–26 Stores.An early version of the app was presented in Purwar et al.,27 which details its functions and fea-tures. This
10expect more than 40% of their courses to be blended18 by 2013.The third, on-line approach is essentially the computer and network-enabled transfer of skills andknowledge. In on-line learning, content is delivered via the Internet, audio or video tape, etc.,and includes media in the form of text, image, animation, streaming video and audio. By 2006,3.5 million students were participating in online learning at institutions of higher education in theUnited States.19 According to the Sloan Foundation reports, 20, 21 there has been an increase ofaround 12–14 % per year on average in enrollments for fully online learning over the five years2004–2009 in the US post-secondary system, compared with an average of approximately 2%increase per year in
courses resumed in 2018.Description of EE110EE110 consists of basic electronics and weekly lab assignments. The introductory courseattempts to prepare students who will be entering either the electrical or computer engineeringprograms. Table 1 shows the deployment ofweekly F2F lab assignments.The College of Engineering recognized onlinelab assignments will be the challenging part ofthe program curriculum [3]. This insight wasverified and validated during a pilot programwhen the flipped classroom was implementedto mimic the online synchronous chatsessions. In this case, when students met inthe classroom, it simulated the online chatsession in two areas: (1) one chat session wasfor addressing student questions on the multimedia content, readings
students needed to do assigned tasks, including: watch videos, doassigned readings and homework, and do weekly quizzes before coming to class. Otherwise,they may have trouble doing the weekly lab experiments. Table 4 lists the lab assignments foreach week. When they came to class, there were no hour-long lectures in EE110. Classroomtime was reserved to address student questions on the multimedia content, homework or labassignments. Week # Lab Assignments Week01 Circuits Laboratory Introduction Week03 Digital I/O Circuits Week04 Basic Gates Verification Week05 Digital Simplification Week06 Ohms Law Week07 Complex Circuit Analysis Week08 RC Circuits Multisim Simulation Week09
Paper ID #23210A Wearable Electrocardiograph as a Means to Combine Measurement andMakerspace Concepts in a Biomedical Instrumentation Course SequenceDr. Steve Warren, Kansas State University Steve Warren received a B.S. and M.S. in Electrical Engineering from Kansas State University in 1989 and 1991, respectively, followed by a Ph.D. in Electrical Engineering from The University of Texas at Austin in 1994. Dr. Warren is a Professor in the Department of Electrical & Computer Engineering at Kansas State University. Prior to joining KSU in August 1999, Dr. Warren was a Principal Member of the Technical Staff at Sandia
Paper ID #23732Implementation of a 3D Interactive Mobile App for Practicing EngineeringLaboratory ExperimentMr. Shuo Ren, Old Dominion University Shuo Ren is a PhD Candidate and Research Assistant in the Department of Modeling, Simulation, and Visualization Engineering at Old Dominion University in Norfolk, Virginia, USA. He holds a M.S. in Modeling, Simulation and Visualization Engineering from Old Dominion University and a B.S. in Elec- trical Engineering from Virginia Tech. His research interests include virtual reality, immersive learning and human-computer interaction.Mr. Zelin Zhu, Old Dominion University Zelin