Jayant Mathur, Scarlett R Miller, Timothy W Simpson, Nicholas A Meisel
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引用次数: 0
Abstract
Although the additive manufacturing (AM) market continues to grow, industries face barriers to AM adoption due to a shortage of skilled designers in the workforce that can apply AM effectively to meet this demand. This shortage is attributed to the high cost and infrastructural requirements of introducing high- barrier-to-entry AM processes such as powder bed fusion (PBF) into in-person learning environments. To meet the demands for a skilled AM workforce, it is important to explore other mediums of AM education, such as computer-aided instruction (CAI) and virtual reality (VR), which can increase access to hands-on learning experiences for inaccessible AM processes. However, limited work compares virtual and physical AM instruction or explores how the differences in immersion and presence between mediums can affect the knowledge gained and the mental effort exerted when learning about different AM processes. To address this gap in the literature, this research evaluates the use of CAI, VR, and in-person instruction in AM process education when learning about material extrusion (ME) and PBF. Our findings show that the differences in immersion and presence between CAI, VR, and in-person instruction do not have a statistically significant effect when learning about ME, but do have a significant effect when learning about PBF. Specifically, we found that VR generally yields equivalent effects in knowledge gain and cognitive load to in-person PBF education while offering advantages in both metrics over CAI learning. The findings from this work thus have significant implications for using VR as an alternative to in-person training to improve designer development in process-centric AM education of typically high-barrier-to-entry AM processes.
尽管增材制造(AM)市场持续增长,但由于能够有效应用增材制造来满足这一需求的熟练设计人员短缺,各行业在采用增材制造方面面临障碍。造成这种短缺的原因是,将粉末床熔融 (PBF) 等高门槛的 AM 工艺引入现场学习环境需要高昂的成本和基础设施要求。为了满足对熟练 AM 劳动力的需求,探索 AM 教育的其他媒介非常重要,例如计算机辅助教学 (CAI) 和虚拟现实 (VR),它们可以为无法进入的 AM 工艺提供更多的实践学习体验。然而,对虚拟和实体 AM 教学进行比较,或探讨不同媒介之间的沉浸感和临场感差异会如何影响学习不同 AM 过程时获得的知识和付出的脑力劳动的研究还很有限。为了解决文献中的这一空白,本研究评估了在学习材料挤压(ME)和 PBF 时,在 AM 工艺教育中使用 CAI、VR 和面对面教学的情况。我们的研究结果表明,在学习材料挤压(ME)时,CAI、VR 和面对面教学在沉浸感和临场感方面的差异在统计学上没有显著影响,但在学习材料挤压(PBF)时却有显著影响。具体来说,我们发现虚拟现实技术在知识获取和认知负荷方面的效果一般与面对面的生物多样性教育相当,而在这两项指标上都比 CAI 学习更具优势。因此,这项工作的研究结果对于使用 VR 作为面对面培训的替代方法,以改善以流程为中心的 AM 教育中设计师的发展具有重要意义。
期刊介绍:
3D Printing and Additive Manufacturing is a peer-reviewed journal that provides a forum for world-class research in additive manufacturing and related technologies. The Journal explores emerging challenges and opportunities ranging from new developments of processes and materials, to new simulation and design tools, and informative applications and case studies. Novel applications in new areas, such as medicine, education, bio-printing, food printing, art and architecture, are also encouraged.
The Journal addresses the important questions surrounding this powerful and growing field, including issues in policy and law, intellectual property, data standards, safety and liability, environmental impact, social, economic, and humanitarian implications, and emerging business models at the industrial and consumer scales.