• 学术搜索
  • 科研智能体
    • Research Labs
    • AI 阅读
    • AI 文库
    • 深度研究
    • 学者亮点
  • 学术资源
    • AI2000
    • 期刊/会议
    • 学者库
    • 学术API
      MCP&Skill
    • 溯源树
    • 数据集
  • 知识沉淀
    • 学术空间
订阅小程序
旧版功能
aminer vip
开通会员低至0.73元/天
一次搞定AI科研
立即登录
  • English
  • 联系方式
    Digital Enterprise Computing

    Digital Enterprise Computing

    Conference

    年发文量

    研究主题

    论文(113)

    排序
    1Designing Immersive Experiences in Virtual Reality for Training and Working with Digital Artifacts in Design for Additive Manufacturing Processes
    Jayant Mathur,Scarlett R. Miller,Timothy W. Simpson,Nicholas A. Meisel

    Adopting additive manufacturing (AM) in product design is a challenge for organizations due to a shortage of skilled designers who can effectively use AM to address emerging engineering problems. The development of institutional talent in AM and design for AM (DfAM) is crucial for organizations looking to leverage AM capabilities. Therefore, designers need meaningful active experiences that highlight the advantages and limitations of AM technologies to enable informed artifact generation during the design process. However, limited access to active in-person learning experiences with industrial AM systems and knowledge to support the design of AM artifacts is a major hurdle to AM talent development. Digital modalities of AM education, such as computer-aided (CAx) and virtual reality (VR) tools, can therefore increase access to experiential learning to cultivate DfAM intuition. There is a gap in the literature, however, that investigates and compares immersive and non-immersive modalities in AM and studies their effectiveness in training and artifact generation. Additionally, there is a scarcity of information on the design process behind creating immersive experiences that can support these research endeavors. It is essential to investigate design guidelines and heuristics for creating immersive experiences that are meaningful and effective for AM and DfAM training. This research is thus motivated to explore the design and application of immersive and non-immersive digital modalities in AM and DfAM. The presented work here investigates the design of immersive VR user experiences for this purpose with support from the literature and findings in previously published work.

    2023
    引用
    AI阅读
    加入学术空间
    2Assessment of the Impact of Outdoor Classrooms in Environmental Education in Nigeria
    Okah-Tim Elegant Joy

    This opinion paper examines the impact of outdoor classrooms in environmental education in Nigeria. With the increasing concern about the environment and the need for effective educational approaches, outdoor classrooms have gained popularity as a promising tool for engaging students in hands-on, immersive learning experiences. This paper assesses the advantages and challenges associated with outdoor classrooms and investigates their effectiveness in promoting environmental awareness and stewardship among students. Drawing on empirical studies and expert opinions, it argues that outdoor classrooms provide unique opportunities for students to connect with nature, enhance their understanding of ecological concepts, and develop a sense of responsibility towards the environment. Furthermore, this paper explores the potential barriers to implementing outdoor classrooms, such as logistical constraints and limited resources, and proposes strategies to overcome them. By critically examining the impact and potential of outdoor classrooms in environmental education, this paper aims to promote the adoption and integration of this innovative approach into mainstream educational practices, ultimately fostering a society of environmentally conscious individuals.

    2023
    引用
    AI阅读
    加入学术空间
    3The Impact of a Product Teardown Activity on Systems Thinking
    Alexander R. Murphy, Abigail S. Whittle,Joshua D. Summers

    Product teardowns or related activities may help novice engineers develop an understanding of systems and products. These activities allow for novices to directly explore physical components and the connections between those components in a given product, which are both aspects of robust systems thinking. In this study, students’ mental models of common products are examined before and after a product teardown activity using a previously published mental model elicitation method. Participants completed the product teardown activity in groups, identifying components, functionality, and opportunities for design improvement. Results suggest that a product teardown activity improves mental model representations of the same given product. However, the results also show that a product teardown activity has no impact on mental model representations of other closely related products. This suggests that product teardowns do not necessarily foster knowledge transfer as expected. Examples of a student’s mental model representations before and after the product teardown activity are provided. This study sets the foundation for future research on the relationships between systems thinking, mental models, engineering expertise, and other educational interventions within the context of engineering education. In future work, the results of this study may be compared with an identical study with 4th-year undergraduate students to investigate the role of expertise on knowledge transfer and its relationship to the development of robust systems thinking skills.

    2023
    引用
    AI阅读
    加入学术空间
    4Automated Evaluation of Written Assignments in Engineering Using Task-Independent Features and Rubric-Guided Features
    Wanyu Xu,Daniel A. McAdams,Andreas A. Polycarpou

    The increasing student enrollment in engineering and the growing importance of written communication motivate us to implement automated evaluation of written technical documents. This study aims to enhance our understanding of the automatic grading of written assignments in engineering and provides insights into effectively evaluating technical communication. We collected a graded dataset from a mechanical engineering course and manually selected features based on its grading rubric. Manually selected features include both task-independent features and task-dependent features. We evaluated the performance of the selected features on a classification model using grades provided by human graders. The combination of task-independent features and rubric-guided topic features outperformed any other single features or their combinations and reached a moderate agreement with human graders on 3 out of 5 datasets. The results suggest a new way to evaluate students’ assignments based on pre-defined rubrics and provide a significant first step toward building an automated evaluation framework that can provide detailed feedback on students’ complex assignments.

    2023
    引用
    AI阅读
    加入学术空间
    5Exploring the Manifestation of Design for Manufacturing Axioms in Students’ Early-Stage Engineering Design Concepts
    Seth Pearl,Nicholas A. Meisel

    Additive Manufacturing (AM) is a technology capable of producing designs that challenge those from traditional manufacturing methods. AM is of high interest for advanced capabilities such as leveraging free complexity and having the ability to manufacture multi-part products that are manufactured as a single assembled. By leveraging design heuristics for AM, the final design can be manufactured in a shorter timeframe with less material consumption while still maintaining the initial engineering goals of the design. Despite the promising potential of AM, there is a growing concern that designers are not utilizing the design heuristics that embody successful AM. When designers resort to using design heuristics for Traditional Manufacturing (TM) with the unintentional purpose of translating these heuristics to AM, they are not creating efficient designs for AM and are unable to reap the benefits of using AM. To remedy this problem, intervening early in the design process can help address any concerns regarding the use of AM design heuristics. This work explores the design heuristics that students use in creating designs in the context of TM and AM. Once the common design heuristics students use in their designs are identified, future studies will further investigate the specific features that these students are using to address them through early interventions. This work found that incorporating complex shapes and geometries and considering the minimum feature size are significant axioms for influencing the manufacturability of a design for both TM and AM.

    2023
    引用
    AI阅读
    加入学术空间
    立即登录,查看全部 113 篇论文

    高被引作者

    作者引用发文
    Alexander Rossmann23010
    Alfred Zimmermann1306
    Dierk Jugel1306
    Gerald Stei1155
    Dieter Hertweck924
    Kurt Sandkuhl833
    Tim Wilke693
    Matthias Wißotzki693
    Stefan Kehrer683
    Rainer Schmidt613

    高产作者

    作者引用发文
    Alexander Rossmann23010
    Scarlett R. Miller237
    Dierk Jugel1306
    Alfred Zimmermann1306
    Gerald Stei1155
    Dieter Hertweck924
    Nicholas A. Meisel104
    Janet Katherine Allen53
    Timothy Simpson103
    Kathryn Jablokow93

    相关期刊

    IEEE Transactions on Learning Technologies
    Games and Learning Alliance
    Immersive Learning Research Network
    Design Science
    International Journal of Design Creativity and Innovation
    Australasian Journal of Engineering Education
    The Technology Teacher
    IEEE International Conference on Teaching, Assessment, and Learning for Engineering
    AI EDAM-ARTIFICIAL INTELLIGENCE FOR ENGINEERING DESIGN ANALYSIS and MANUFACTURING
    Engineering Education