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A Cyber-Physical Gaming System for Vocational Training

[+] Author Affiliations
Aparajithan Sivanathan, Scott Mcgibbon, Theodore Lim, James Ritchie, Mohamed Abdel-Wahab

Heriot-Watt University, Edinburgh, UK

Paper No. DETC2017-67560, pp. V001T02A063; 7 pages
doi:10.1115/DETC2017-67560
From:
  • ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference
  • Volume 1: 37th Computers and Information in Engineering Conference
  • Cleveland, Ohio, USA, August 6–9, 2017
  • Conference Sponsors: Design Engineering Division, Computers and Information in Engineering Division
  • ISBN: 978-0-7918-5811-0
  • Copyright © 2017 by ASME

abstract

Cyber-physical systems enable new digital ecologies in industrial and workplace lifelong learning. This paper reports on early efforts in delivering a virtual environment and system for vocational education and training (VET), in particular targeting the needs of craft and trade skills. The domain of stone masonry is presented herein, where its underpinning activities are learning through virtual environments, simulation and role play. The challenges are not only the synchronicity between physical and software components but also the in-game mechanics that incorporate building blocks of effective training and skills development strategies. A prototype body-area sensor network in a cyber-physical game environment demonstrates the interaction between virtual objects and the player-learner.

Copyright © 2017 by ASME

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