THESIS
2022
1 online resource (xiv, 90 pages) : illustrations (chiefly color)
Abstract
In recent years, interactive technologies such as augmented reality (AR) have been
gaining prominence in pedagogical environments. This thesis presents a robust and versatile
framework for implementing AR in engineering education using open-source and
free-to-use software. The effectiveness of the framework is demonstrated through a series
of representative case studies in which complex engineering data extracted from computer-aided
design models and computational fluid dynamics simulations are transformed into
AR content for mobile devices. Based on these findings, an AR mobile application was
developed in which an undergraduate wind tunnel laboratory was transformed into an immersive
experience involving a digital twin of the Small Wind Tunnel at the Hong Kong
University of Science an...[
Read more ]
In recent years, interactive technologies such as augmented reality (AR) have been
gaining prominence in pedagogical environments. This thesis presents a robust and versatile
framework for implementing AR in engineering education using open-source and
free-to-use software. The effectiveness of the framework is demonstrated through a series
of representative case studies in which complex engineering data extracted from computer-aided
design models and computational fluid dynamics simulations are transformed into
AR content for mobile devices. Based on these findings, an AR mobile application was
developed in which an undergraduate wind tunnel laboratory was transformed into an immersive
experience involving a digital twin of the Small Wind Tunnel at the Hong Kong
University of Science and Technology (HKUST). The AR-facilitated laboratory contains
three modules in which users can (i) explore the technical anatomy of the wind tunnel,
(ii) view an animated model of the experiment setup, and (iii) learn laboratory procedures
within an immersive environment. Beta-testing with a group of students showed
promising results through a user acceptance test coordinated by the Center for Education
Innovation at HKUST, scoring 4.24 on learning effectiveness on a 5-point Likert scale.
The three modules encompass standard laboratory elements, indicating potential for a
more general use of the framework to create a variety of AR laboratories. To maximise
the potential of AR in engineering education, gamification is explored, combining game
mechanics such as achievements, quests, status, and leaderboards with the AR framework.
Preliminary development of a location-based game in which players (e.g. students) discover
and collect AR learning modules is presented, and future implementation strategies
are discussed.
Post a Comment