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Digital Representation of Physical Artifacts: The Effect of Low Cost, High Accuracy 3D Scanning Technologies on Engineering Education, Student Learning and Design Evaluation

机译:物理伪影的数字表示:低成本,高精度3D扫描技术对工程教育,学生学习和设计评价的影响

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This paper aims to address two fundamental challenges in engineering education; i) the disconnect between digital and tactile learning activities in traditional Engineering Design curricula and ii) variations in standards used to assess digital activities completed by students. Digital 3D scanning technologies have the potential to mitigate the disconnect between digital and tactile learning activities by providing students with a real time understanding of the relationship between the digital and tactile design space in a real time, dynamic manner. In the process, students are introduced to the concept of reverse engineering as a means of understanding product assembly/disassembly as tactile activities, which can be then seamlessly represented/augmented in the digital space. The researchers of this work aim to understand the impact on the learning outcomes experienced by students when digital and tactile engineering activities are integrated in a real time dynamic manner. To mitigate variations in standards used to assess digital activities completed by students, the authors propose employing a 3D similarity metric that quantifies the differences between digital solutions created by students and a baseline solution from which student solutions are compared against. By establishing a quantitative similarity metric to assess student solutions, variations in grading across different instructors can be minimized and scores finalized in a more timely and efficient manner. The case study presented in this work is based on an Introduction to Engineering Design course, where freshmen students working both in individual and team based design projects are introduced to both digital and tactile activities. The research findings reveal students' perception of 3D scanning technologies as it relates to their experiences with digital and tactile learning activities. After being introduced to digital and tactile activities, students' performance are quantified through controlled design activities that are then assessed/graded using the proposed digital similarity metric.
机译:本文旨在解决工程教育的两个基本挑战; i)传统工程设计课程中的数字和触觉学习活动与II)标准的变化,用于评估学生完成的数字活动的标准。数字3D扫描技术具有在实时了解数字和触觉设计空间之间的关系的情况下,有可能降低数字和触觉学习活动之间的断开连接。在此过程中,学生被引入逆向工程的概念,作为理解产品组装/拆卸作为触觉活动的手段,然后可以在数字空间中无缝地表示/增强。这项工作的研究人员旨在了解当数字和触觉工程活动以实时动态方式整合时对学生经历的学习成果的影响。为了减轻用于评估学生完成的数字活动的标准的变化,作者提出了采用3D相似性指标,这些指标量化学生创建的数字解决方案之间的差异,以及与学生解决方案的基准解决方案。通过建立定量相似度指标来评估学生解决方案,可以最小化不同教师的分级的变化,并以更及时有效的方式定位。本工作中提出的案例研究是基于工程设计课程的介绍,其中在基于团队的设计项目中工作的新生学生都被引入数字和触觉活动。研究结果揭示了学生对3D扫描技术的看法,因为它涉及他们与数字和触觉学习活动的经验。在被引入数字和触觉活动后,学生的性能通过受控设计活动量化,然后使用所提出的数字相似度指标评估/分级。

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