bluuebunny/crossref_metadata_2025_split huggingface dataset:
Enhancing mechanisms education through interaction with augmented reality simulation
Authors: Wang Ying , Ong Soh Khim , Nee Andrew Yeh Ching 
Published: June 2018

AbstractComputer simulation has been used pervasively to help students understand deeply and visually the theoretical bases of mechanisms. This paper proposes an AR mechanism education system (ARMES) to provide a tool that can conduct mechanism simulations with high level of interaction, easy modeling, and simulation environment and working on real mechanisms. The system consists of theoretical lecture mode and practical exercise mode. Theoretical lecture mode adopts the basic theories of mechanisms from the book Mechanisms and Machine Theory (MMT) and provides an interactive learning style for users via an interactive tool. Practical exercise mode allows modeling, simulation, kinematical characteristics analysis, dynamic analysis, and synthesis based on the interaction with the information that has been rendered on a real mechanism via the interaction tool. In addition, the modeling is based on markers, making the system easy for novice learners to use. The simulation is based on geometrical concepts, making the geometrical bases of mechanism theories clear for users to understand. The evaluation of the system is conducted with 20 participants and a survey. The results reveal that by exploiting the characteristics of AR, the system is helpful in improving the interaction, visualization, and practicality of the mechanism problems. These features will make the system a powerful tool for the teaching of mechanisms.
On the improvement of the teaching quality and learning effectiveness in the computer organization course through FPGA and modular centered microcomputer design
Authors: Oztekin Halit , Temurtas Feyzullah , Gulbag Ali 
Published: June 2018

AbstractThis manuscript focuses on the results of a project study on the field programmable gate array (FPGA) and modular based microcomputer architecture design for improving the teaching and learning effectiveness in computer organization course and similar courses. The design mentioned in this manuscript is a unique system allowing to students to directly write their program and/or include their own designs. The main objective of this study is to improve the teaching effectiveness in the computer organization course at graduate level via hands‐on learning. The goal of the project is to encourage students to create their unique microcomputer designs since this design has modular structure and the fundamental elements which a simple computer has. Also it is to make appropriate modifications using students’ concerns and the results of project study for computer architecture and organization course for next semesters. To evaluate the improvement of the teaching and learning effectiveness, the students enrolled in the computer organization course in computer engineering department are divided into two groups. A student survey is conducted to provide students with an opportunity to have their views about this methodology at computer organization course. The results of the survey acquired with the probability density distribution function reveal the effectiveness of this methodology with FPGA development environment.
An Optical‐Fog assisted EEG‐based virtual reality framework for enhancing E‐learning through educational games
Authors: Sood Sandeep K. , Singh Kiran D. 
Published: June 2018

AbstractVirtual reality (VR) combined with cloud computing has become the pioneer to provide e‐learning for making education accessible across the globe. To enhance e‐learning experience, electroencephalography (EEG) based educational games are widely used to improve the cognitive and learning skills of students. This method records the electrical activities of the brain of participating students to enhance prevailed knowledge and experience by using a virtual environment. In the present cloud computing paradigm, VR faces many challenges to adapt EEG‐based educational games for e‐learning due to their intensive demands of low‐delay, optimum bandwidth, and minimum energy consumption. In this paper, an Optical‐Fog assisted EEG‐based virtual reality framework is proposed that uses the resources of the optical network to enhance the e‐learning experience. An EEG‐based VR framework is designed with six modules those are deployed at both Edge‐Fog layer and Optical‐Fog layer in the Optical‐Fog network. In addition, a Software Defined Network (SDN) is used to reduce the delay that improves the Quality of experience (QoE). For simulating the experiment, IFogSim is used to implement both Optical‐Fog‐based and cloud‐based deployment scenarios for playing games. Subsequently, a novel algorithm is proposed for implementing Optical‐Fog‐based module placement strategy. The performance of the framework is evaluated by computing average delay, network usage, and energy consumption. The results show the significant advantages of the optical network for playing EEG‐based games.
Step‐by‐step augmented reality in power engineering education
Authors: Opriş Ioana , Costinaş Sorina , Ionescu Cristina S. , Gogoaşe Nistoran Daniela E. 
Published: June 2018

AbstractFor digital native generations, augmented reality (AR) represents a friendly way to enrich reality with virtual, computer‐generated elements. Considering the students’ proficiency for the use of smartphones, internet and of continuously refreshing applications, AR is very suited for a modern engineering education. In this field, AR supports a better understanding and a thorough learning, while increasing the commitment and the motivation for learning. The paper presents the step‐by‐step approach to the AR technology adopted within the Power Engineering Faculty of the University POLITEHNICA of Bucharest, Romania. Such an approach lets students and teachers time to get used to the change, to adjust the vision of AR implementation according to the results obtained so far and to keep up to the newest available technologies. Based on the Aurasma free platform, augmented information, images, and videos were created to appear in books, presentations, and on experimental units for three laboratories. Within the paper, the way in which AR works, may be directly experienced by the reader, as it was by a group of students and faculty members included in a pilot study. According to their feedback, the use of AR in power engineering education facilitates a better understanding of this complex technical domain, providing new and challenging opportunities to integrate theory with practice and to acquire authentic skills in their professional areas.
Research on the development of an interactive three coordinate measuring machine simulation platform
Authors: Sang Yong , Wang Xudong , Sun Weiqi 
Published: June 2018

AbstractLacking of specific experimental equipment that can be observed and manipulated, modern distance network education has disadvantages on some special knowledge points (Mechanical structure and working principle of parts and equipment) which are three‐dimensional and have stronger operability. This problem restricts the development of the modern distance network education. In order to solve this problem, this paper introduces an interactive simulation platform based on virtual reality technology, taking three coordinate measuring machine as a typical example. The three coordinate measuring machine with strong operability is widely used in many fields. This paper introduces the structure and principle of the three coordinate measuring machine simulation platform and explains the motion control mechanism of the components of three coordinate measuring machine by taking the measuring contactor as an example. Three coordinate measuring machine interactive simulation platform adopts technologies such as browser‐based structure, Java3D, virtual reality, and Java Applet to develop a Web3D virtual reality learning environment to accomplish virtual measurement experiments. Students can not only view the mechanical structure of the three coordinate measuring machine from any visual angle, but also accomplish the virtual measurement simulation of machinery parts and manually learn the procedure of measuring complex parts by the three coordinate measuring machine simulation platform. The simulation platform, which has advantages of good interactivity, strong sense of reality, easy updating, and low investment, can meet the needs of numerous students learning online simultaneously, which has significant values in distance education for mechanical students and professional technical workers.
Process mining based approach to performance evaluation in computer‐aided examinations
Authors: Baykasoğlu Adil , Özbel Burcu K. , Dudaklı Nurhan , Subulan Kemal , Şenol Mümin Emre 
Published: June 2018

AbstractA considerable part of educational systems tends to be online and computer oriented. However, online examination may create some difficulties during the evaluation of student performance. Process mining which arises as a new concept presents various powerful techniques for processing and analyzing different types of data by making use of some advanced information technologies. This paper proposes a novel approach based on process mining for evaluating the performance of students that should follow certain tasks on the computer. The proposed approach is composed of two main phases which are process mining and similarity analysis. Automatic assessment is performed totally in six steps in order to obtain students’ final grades. In addition, cheat control is possible in the last step thanks to the similarity analysis. A real‐life application in an Enterprise Resource Planning (ERP) course is performed in order to present usefulness, validity and practicality of the proposed approach. Furthermore, to evaluate the performance of the assessment system, we compared the assessment mechanism against instructor. A total of 15 students’ answers belonging to computer‐aided exam are assessed by instructor and the results showed a very good agreement between the automatic assessment system and instructor.
Virtual emulation laboratories for teaching offshore oil and gas engineering
Authors: Zhu Hongjun , Yang Zhi , Xiong Youming , Wang Yongyou , Kang Lu 
Published: June 2018

AbstractOffshore practical training is extremely challenging for undergraduate students from the point of view of security. In order to create a safe training environment for offshore oil and gas engineering education, three virtual emulation laboratories have been developed. The components, functions, and connections of the emulators are described in this paper. The use of these laboratories and the feeling of students are discussed. It is evident from the evaluation of learning outcomes that using such virtual laboratories is a preferred approach to cultivate the practical skills of undergraduate students more safely and economically. Moreover, the confidence and innovative capability are enhanced significantly.
Innovations in Chinese engineering education with digital technologies: A brief review of recent advances
Authors: Li Sheng 
Published: June 2018

AbstractEngineering education in China has been under development for a long time, the pace of its development has accelerated in recent years. With the technical breakthrough in the multiple fields such as mobile services, cloud computing, global interactions, and information sharing through social media, both teaching mode and learning mode are gradually changed. This study take a comprehensive investigation into the digital technology related engineering education in China. We explore the primary innovations in Chinese engineering education by introducing new courses, teaching methods, tools, and learning modes.
Modeling and simulation practices in engineering education
Authors: Magana Alejandra J. , de Jong Ton 
Published: June 2018

AbstractMuch can be learned from the vast work on the use of computer simulations for inquiry learning for the integration of modeling and simulation practices in engineering education. This special issue presents six manuscripts that take steps toward evidence‐based teaching and learning practices. These six studies present learning designs that align learning objectives, with evidence of the learning, and pedagogy. Here we highlight the main contributions from each paper individually, but also themes identified across all of them. These themes include (a) approaches for modeling‐and‐simulation‐centric course design; (b) teaching practices and pedagogies for modeling and simulation implementation; and (c) evidence of learning with and about modeling and simulation practices. We conclude our introduction by highlighting desirable characteristics of studies that report on the effectiveness of modeling and simulation in engineering education, and with that we provide some recommendations for improving the scholarship of teaching and learning in this field.
Exploring strengths and weaknesses: A case study after developing a remote network lab
Authors: Mateo Sanguino Tomás de Jesús , Fernández de Viana González Iñaki J. , Cortés Ancos Estefanía , Espejo Fernández Jennifer 
Published: June 2018

AbstractThe constrains of traditional hands‐on sessions have expedited R&D in remote laboratories over the past decade, offering higher education an effective way to overcome the high cost of equipment, the limited flexibility of time, or the physical distance to labs, among other shortcomings. Considering these issues, the authors of this work have developed the remote access and management of a classical laboratory—called Ciscolab—dedicated to computer networking practices in Computer Science. The improvements developed have been focused on automatically managing the web‐learning resources for educational purposes, while providing a high level of security to be accessed by trusted students. To this end, this paper describes how an institution's Identity Provider (IdP) was integrated into a Meeting Room Booking System (MRBS) to attain a secure access to the remote equipment and how a maintenance system was automated to perform scheduled backups and reboots of the networking systems. As a main contribution, we developed an analysis methodology to track the students’ work to detect their strengths and weaknesses. In addition, we provide a statistical study after the interaction of a group of students on how the remote lab influenced three different educational areas: learning and motivation (LM), usability and practicality (UP), as well as outcome and feasibility (OF).
Development of IoT applications in civil engineering classrooms using mobile devices
Authors: Chacón Rolando , Posada Hector , Toledo Álvaro , Gouveia Maria 
Published: June 2018

AbstractThis paper presents academic efforts aimed at integrating methodologies associated with the use of mobile devices, the potential of the Internet of Things (IoT), and the role of experimental education in civil engineering. This integration is developed by encompassing the use of sensors, microcontrollers, civil engineering problems, app development, and fabrication. The proposal provides an explorative way of approaching the numerous possibilities that arise in civil engineering when it comes to IoT, automation, monitoring, and control of civil engineering processes. The used tools represent accessible and affordable ways for application in classrooms and in educational laboratories for beginners. The initial explorative approach implies the fusion of three realms: (i) the phenomenology and mathematics of varied civil engineering problems; (ii) the systematic use of digital fabrication technologies and electronic prototyping platforms; and (iii) the creative and visual way of developing codes provided by block‐based development platforms. This integration of perspectives is an attempt of approaching civil engineering mathematics to technology and arts with a rigorous scientific approach. A set of different examples is presented with the corresponding findings in educational terms. These examples are developed in a constructive, scaffolding‐based way and may contribute as a potential alternative in the development of open‐source teaching labs in civil engineering schools.
A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning
Authors: Jo Jaechoon , Jun Heeyeon , Lim Heuiseok 
Published: June 2018

AbstractThis study analyzes the effectiveness of adding educational gaming elements into the online lecture system of the flipped classroom as a method to increase participation and interest in online preparation before class. This study held an “understanding sequence” for 20 classes during the 7‐week automation equipment class with 30 s year high school students in Incheon's specialized technical high school as target. After the class, the learning attitude of learners was measured through surveys and in‐depth interviews. As a result, first, it was found that the degree of preparation participation in flip learning using gaming elements had a statistically significant increase from 65.56% to 78.89%, compared with the traditional flip learning using YouTube. Second, comparing the academic achievements showed a diagnostic assessment of 57.44 before applying the gaming elements and 20.17 after the application. However, for summative assessment, the degree after applying gaming elements was statistically higher at 84.52 than the degree before application, which was 78.86. Third, comparing academic achievement with word game results showed no significant correlation, and it is judged that all students were able to enjoy word games, regardless of their grades. Also, when the average word game scores were compared based on students’ grades, mid‐upper level students had statistically significant higher scores than upper level students. Lastly, analysis on the correlation between attitude and word game showed that there is a quantitatively high correlation between the ranking system's competitive spirit and interest. The ranking system increased competitive spirit, as well as interest.
CAD of human resource configuration in project scheduling for construction engineering applications
Authors: Lin Jeng‐Wen , Shen Pu Fun , Lee Bing‐Jean 
Published: June 2018

AbstractThe critical path method is the primary technique for project scheduling in construction engineering. However, the development of enterprises outside Taiwan has recently encountered difficulties in personnel dispatch and human resource acquisition. The management of time schedules without the consideration of human resource configuration may cause enterprises to make unrealistic decisions. Hence, the problems of project scheduling with limited human resources have been increasingly attracting attention from construction enterprises. Based on limited human resource configuration, this study uses computer aided design tool with a linear programming method to conduct a project scheduling for the optimal model with minimized costs for construction engineering applications. We find that the programming trial balance can effectively solve the problem of limited human resource configuration and compute the lowest construction costs. Specifically, the lowest cost obtained from the programming solution is RMB 25,315,752, which is RMB 1,920,632 lower than that in the former solution without resource constraints. Further, the scheduling procedure obtained by using the shortest path method connects with the programming trial balance to resolve the problem by changing the decision variables and relevant data, whose connection is easier and more convenient than under the pure critical path method. Moreover, according to the idea of CDIO engineering education, allowing the students to participate in scientific research project and scientific and technological innovation activities of different levels and types, it improves students’ learning capacity, innovation capability, cooperation capability, and engineering practical ability.
Peer assessment and groups formation in massive open online courses
Authors: Haddadi Lynda , Bouarab‐Dahmani Farida , Guin Nathalie , Berkane Tassadit , Lazib Samia 
Published: June 2018

AbstractOne of the major challenges facing Massive Open Online Courses (MOOCs) is assessing the learner performances beyond traditional automated assessment methods. This leads to a bottleneck problem due to the massiveness of course participants, especially in the context of problem solving. To tackle this issue, peer assessment has been proposed as an effective method. However, the validity of this process is still under discussion, suffers from a lack of credibility and has many weaknesses, particularly with regards to group formation. This paper develops a new method of peer assessment for MOOCs to improve the accuracy and exactitude of the learner grade. Our proposition is based on three main steps: the formation of learner groups, the assessment and synthesis of the results. First, the group definition process can use different elements of the learner model and enables to build heterogeneous groups. After, each learner is required to grade a small number of peer productions. Finally, a synthesis of the various grades is proposed using both data about the ability to assess of each learner and complexity of problems. To evaluate the proposed peer assessment process, we conducted an experimentation devoted to teaching Software Quality Assurance to beginners with computer science during the first university cycle.
Childhood Sexual Abuse and Brain Development: A Discussion of Associated Structural Changes and Negative Psychological Outcomes
Authors: Edwards Damyan 
Published: June 2018

The effects of traumatic exposure have been researched for many years and studies have shown that the parts of the brain affected by sexually traumatic experiences in childhood are also linked to many physical and psychological problems, such as depression, posttraumatic stress disorder, somatic complaints and suicide. Neuroimaging studies have provided a breadth of evidence that childhood sexual abuse is related to structural changes in the brain. Taken together, childhood sexual abuse affects brain development, leading to differences in brain anatomy and functioning that have lifelong consequences for mental health. Several limitations of neuroimaging research on childhood sexual abuse are discussed, including a lack of refined and sensitive neuroimaging measures and problems interpreting results of structural imaged subjects with associated psychiatric conditions. Future, large‐scale studies are warranted to examine the type and severity of the sexual abuse and how each of the levels of childhood sexual abuse contributes to structural and functional changes. Furthermore, future studies are needed to control for comorbid psychiatric conditions in order to disentangle the effects of childhood sexual abuse from psychiatric conditions that damage brain development. © 2018 John Wiley & Sons, Ltd.‘Childhood sexual abuse affects brain development, leading to differences in brain anatomy and functioning that have lifelong consequences for mental health’Key Practitioner Messages

Childhood sexual abuse is linked to observable structural changes in the brain.
These structural changes in the brain are associated with a myriad number of negative psychological effects.
Research is limited in elucidating the role of childhood sexual abuse on brain development, as the bulk of the research has focused only broadly on child maltreatment.