Current trends in manufacturing, which are based on customisation and gradually customised production, are becoming the main initiator for the development of new manufacturing approaches. New manufacturing approaches are counted as the application of new behavioural management patterns that calculate the retained competencies of decision-making by the individual members of the system agent; the production becomes decentralised. The interaction of the members of such a system creates emergent behaviour, where the result cannot be accurately determined by ordinary methods and simulation must be applied. Modelling and simulation will, therefore, be an integral part of the planning and control of the processes of factories of the future. The purpose of the article is to describe the use of modelling and simulation processes in factories of the future. The first part of the article describes new manufacturing concepts that will be used in factories of the future, with a description of modelling and simulation routing in the frame of Industry 4.0. The next section describes how simulation is used for the control of manufacturing processes in factories of the future. The included subsection describes the implementation of this suggested pattern in the laboratory of ZIMS (Zilina Intelligent Manufacturing System), with an example of a metamodeling application and the results obtained.
Maximizing knowledge transfer is one of the main factors of modern education. It is important to raise the probability that students can successfully apply acquired knowledge into practice. This article deals with virtual reality (VR) as an alternative method to provide students with a more immersive approach to semester assignments and their completion. In addition to information on paper, they are provided with an immersive virtual environment that interactively visualizes problems. To test this approach, a case study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering at the University of Žilina. Students were given a standard assignment for workplace analysis and optimization. However, in addition to papers containing all the necessary information about the workplace and its processes (a drilling workplace), the students could also put on a VR headset and walk through a virtual copy of the assigned workplace. Instead of relying on a 2D layout and a few photos, the students observed every detail of the workplace from any angle. Moreover, the immersive virtual workplace was interactive, and the students could interact with machine tools and replicate the real manufacturing process. With this new addition, the students completed the assignment and then filled out a short questionnaire questioning their satisfaction with the chosen approach. With positive feedback, the implementation of VR into the teaching process could further motivate students and make the transfer of knowledge into their future jobs easier.
The article deals with the design of virtual reality (VR) interactive training as a teaching method and its effect on knowledge transfer and retention of students. The first part presents the methodology of the VR interactive training design. The second part utilizes the created interactive training for a case study to evaluate its effect on the teaching process and to examine the potential of VR interactive training as a sustainable teaching method. The study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering, University of Žilina. Volunteers were divided into two groups. The first group used VR interactive training as a teaching method, while the second group used the conventional method. Both groups then underwent tests. The main goal was to evaluate the effect of the VR interactive training on the teaching process in comparison to the conventional method while trying to identify the key elements of the VR interactive training design and its influence on knowledge transfer and retention in a sustainable learning environment. At the start of the case study, four hypotheses were formed, questioning the effect of interactive training on knowledge transfer and retention in the long and short term, and its overall influence on the teaching process. Obtained data were then used to evaluate these hypotheses.
(1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, including universities. The presented case study addresses the application of educational games in virtual reality to the teaching process in a university environment. (2) The study took place at the Department of Industrial Engineering of the University of Žilina in Žilina and consisted of two phases. In the first phase, students’ satisfaction with current teaching methods was examined. The second phase focused on an educational game in virtual reality, which introduced a non-traditional approach for teaching lean management, namely the tool 5S. (3) This game was designed by the study authors and created in the Godot game engine. The educational game was provided to students during class. After completing the game, participants were asked to fill out a questionnaire. The aim was to enable students to express their opinion on the educational game and to identify the main benefits of this approach in the teaching process. (4) In the study’s final phase, based on the acquired knowledge, the authors examined the benefits and disadvantages of virtual reality educational games for the teaching process of industrial engineering tools.