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1.
职业教育主要为企业培养技能型人才,模具的拆装实训在职业学校的模具教学中非常重要。因学生人数多,实物昂贵,实验课时数少,学生做实验的次数有限,大大影响了教学效果。虚拟实验系统由于其不受时间和场地的限制,在实验实训教学中起到了非常好的辅助作用。该研究利用Virtools等软件开发工具开发虚拟冲孔模拆装虚拟实验系统,该实验系统按照实验介绍、实验室漫游、虚拟实验和实验报告四个功能模块进行设计,其中虚拟实验模块包括自主分解和分组装配两个子模块部分。软件开发过程主要包括:素材的准备、冲孔模模型的构建、在Virtools中实现模型的交互等。  相似文献   

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三维虚拟场景中的交互设计,日淅成为虚拟现实项目开发中的核心内容.基于Virtools 引擎开发了"轿车发动机构造"虚拟交互案例,探讨如何将产品设计中的语义模型的思想引入三维交互设计,体现"以用户为中心"的设计理念,以使三维场景的人机交互更加人性化.  相似文献   

4.
《现代教育技术》虚拟实验室的设计与开发   总被引:2,自引:1,他引:1  
李欣 《现代教育技术》2008,18(2):115-120
虚拟实验丰富了实验教学的教学模式和学习方式,为实践教学的创新提供了新的平台和拓展空间。结合国家精品课程《现代教育技术》的建设,以认知科学及建构主义学习理论为基础,提出了利用虚拟现实及多媒体技术构建虚拟实验室的开发方案,并对系统的开发流程进行了探讨,在此基础上采用Virtools技术设计了虚拟实验室原型。最后以实例描述了虚拟实验开发的关键技术。  相似文献   

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在中职学校的单片机教学中,大部分学校存在实训设备少、实训设备能够完成的项目少等问题,导致教学效果不佳,也使得单片机技能大赛背离了促进实训教学的初衷。教师借助虚拟仿真技术,将技能大赛的要求和理念渗透到课堂教学中,能够使技能大赛带动实训教学的发展。  相似文献   

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王瑜 《教育技术导刊》2017,16(7):199-201
虚拟漫游系统是计算机仿真与虚拟现实技术的综合应用,创建具有真实感的三维场景是实现虚拟漫游系统的基础,场景构建离不开三维建模,模型质量好坏将直接影响到用户体验。在设计开发基于Virtools的虚拟小区漫游系统时,采用3DSMAX对场景中各物品进行建模,在探讨模型构建及优化的基础上,具体介绍三维场景中物品建模的实现方法,并对模型的导入与整合进行说明。  相似文献   

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计算机仿真技术的进步,带动了现代职业教育实训教学向数字化、智能化发展。本文提出了在中等职业学校电子信息类专业中,构建以计算机为基础的虚拟实训系统,并应用于单片机教学中,使单片机教学软件硬件相结合,以解决传统单片机实验室设备资金短缺和维护难的问题。在实施虚拟实训系统教学过程中,笔者还对中等职业学校单片机教学教改做了有益的探索。  相似文献   

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在汽车单片机项目课程教学的职业技能实训中,普遍存在使用的实训设备与技术比较滞后的现象,已经远远不能满足汽车工业日新月异发展的要求,尤其是采用单片机作为现代汽车核心控制系统的模拟教学实训台在国内至今无生产厂家提供成型产品。针对这种情况,本文阐述了笔者在实训设备的研发制作方面进行的尝试及在汽车电器专业的单片机项目课程教学实际中的运用,并就单片机项目教学实训台项目进行了探讨。  相似文献   

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针对各高等院校PLC教学实训平台的不足,为满足学生在各种应用场所都能调试PLC程序的需求,应用虚拟现实技术,开发了一个PLC半实物虚拟仿真实训平台。平台由可编程控制器、通信模块和虚拟场景组成,采用3Ds Max对场景和设备进行建模,V-Ray渲染器对模型进行渲染,通过Unity3D三维引擎开发平台完成虚拟场景构建,通过通信模块实现PLC与虚拟场景的通信。经过多个虚拟场景的控制实验测试,平台可稳定运行。学生能够实时高效地编写并调试程序,直观感受被控对象的运行,增强现场体验感,加深对PLC的认识,降低了同程度下的教学成本。  相似文献   

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《实验技术与管理》2017,(9):109-112
针对电工进网作业许可考证实操项目"跌落式熔断器的拉合操作",利用3ds Max完成电力实训现场场景搭建,基于Unity游戏引擎进行脚本开发,使用穿戴式HTC vive手柄结合头戴式显示器进行虚拟实训操作。系统包括实训介绍、设备学习、实操训练和考核4部分,并通过渲染、交互、控制和操作4个模块实现。该虚拟实训系统具有良好的现场沉浸感、可操作性、人机交互等特点,丰富了电力实训教学和培训方式。  相似文献   

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针对磁共振实验室空间受限、运行费用高昂、实验室安全要求高,无法向初学者开放等问题,借助3D虚拟仿真技术打造沉浸式"云端"磁共振影像实验室环境.通过交互式学习,实现大型仪器的操作培训标准化、流程化和远程化.该虚拟仿真实验项目的建设为前沿交叉学科中大型仪器设备的实验教学难点提供了新的解决方案.  相似文献   

12.
基于虚拟硬件环境的单片机原理与应用实验开发   总被引:1,自引:0,他引:1  
基于硬件系统仿真软件Proteus,构建虚拟硬件实验环境并应用到"单片机原理与应用"课程的实验教学中,丰富了综合设计类实验的内容,提高了实践教学的理论层次及技术含量。以具有图文动态显示功能的数据采集系统设计为例,介绍了基于虚拟硬件实验环境的综合设计类实验的开发过程。实践表明,此方法可以改善实践教学效果,节省实验费用,降低实验设备的损耗,具有很好的推广价值。  相似文献   

13.
将虚拟仿真技术应用到实训教学中,将越来越受到高职院校实训基地建设的关注和重视。"水利虚拟仿真实训平台",采用当今优秀的视景建模软件MultiGen Creator和实时驱动软件Vega,配以SGI高性能图形工作站,结合ArcGIS,MicroStation,AutoCAD,构建了基本的虚拟仿真实训平台,为高职水利工程专业实训教学提供了可视化的虚拟仿真环境。  相似文献   

14.
This paper presents empirical results from an exploratory study conducted in an authentic educational situation with preservice education students enrolled in an undergraduate course, which was partially taught in Second Life. The study investigated the effect of environment design on presence, learning outcomes and the overall experience of the students. Two different educational virtual environments (a traditional university auditorium and an open‐air setting) were designed and presented to different groups of students (n = 51). Results indicate that students' experience from the educational activities, their attitudes toward the environment and the induced sense of presence are not affected by the design of the educational setting. Learning outcomes seem to be slightly better in virtual educational settings that replicate traditional educational settings. Experience shows that undergraduate university classes can be successfully taught in Second Life and such environments elicit satisfaction, positive experiences and attitudes and high levels of social presence from the participants. Course design in a Multi‐User Virtual Environment (MUVE) should take into account the time and training necessary for all students to become familiar with the virtual environment and possible time losses due to technical issues. This study could act as support to construct and test hypotheses regarding the role of educational setting design in teaching and learning in MUVEs.  相似文献   

15.
The emergence of new technologies has made it increasingly easy for distributed collaboration in both educational and noneducational settings. Although the effectiveness in traditional settings of the dynamics of small group work has been widely researched, there is limited research that offers evidence on how teams can work effectively in a virtual environment. The purpose of this study is to examine the relationship among team structure, trust, and conflict management style, in addition to their impact on teamwork effectiveness in a virtual environment. An experimental design was used to assess the effects of structure on team performance. Forty‐four groups, divided into hierarchical and nonhierarchical groups, worked on an online simulation project in an online MBA course. The results suggest that team structure is strongly associated with team performance, whereas trust and a collaboration conflict management style contribute to teamwork satisfaction.  相似文献   

16.
在纯软件环境下,构建了一个温度采集系统。该系统利用交互式电路仿真软件Proteus仿真下位机硬件电路的运行,采用图形化编程语言LabVIEW编程实现上位机对下位机数据的采集、显示,借助虚拟串口实现上、下位机之间的RS-232串行通信。  相似文献   

17.
分析了应用传统阻塞型网络I/O在进行服务器程序设计时的不足,在此基础上研究了非阻塞型网络I/O(NIO)的特性以及工作机制,给出了应用NIO设计高性能并发型服务器程序核心代码,以实现服务器与客户端无阻塞的、流畅的数据读写。  相似文献   

18.
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the development of a software project. Through the simulation of a real-life company, the game aims to enhance experiential learning of human-related issues, such as project team members’ communication and collaboration, which are not easy to be taught through ordinary teaching methods. Roles are assigned to the participating students, who have to overcome problems initiated by non-player-units (software controlled units) while collaborating with other students and the instructor. The instructor, holding a key role in the game, is able to observe the players, intervene and dynamically alter specific game scenario parameters adapting to player encounter difficulties. The environment is combining the experience of a typical game (based on an event-driven SPM scenario and interaction with non-player-units), with the experience of a virtual world (interacting with other players) and has been positively evaluated by the participants regarding the overall game experience and the learning effect.  相似文献   

19.
云计算实训平台是学生体验企业工作氛围、进行真实项目训练的场所,也是学校降低实训基地建设与运行成本、提高教学效果与办学效益的重要手段。首先,阐述了云计算的概念、基本原理与云计算在教学中的应用,然后,探讨了软件工程专业云计算实训平台架构及其功能模块,为高校建立虚拟实训基地提供理论参考。  相似文献   

20.
Small‐ and medium‐sized enterprises (SMEs) play an important role in creating a dynamic and successful European economy. Time‐poor managers in these organisations generally have fewer opportunities for training and development than their counterparts in larger organisations. As a result, different requirements are placed on training. The aim of this study was to test the principles of action learning in a virtual environment. The action‐learning programme was based on virtual working but did also involve face‐to‐face workshops, thus providing a blended approach. The project was designed to be “evaluation‐led”, with evaluation progressing alongside the project from design to finalisation. The focus of this paper is on how the evaluation‐led approach unfolded. To this end, we start by explaining our research approach, we then move on to an analysis of the project to conclude with a discussion of the findings and of the lessons learnt. We conclude by highlighting some further research needs.  相似文献   

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