This paper presents an entirely new approach to the use of virtual reality (VR) in the educational process for the needs of Industry 4.0. It is based on the proposed comprehensive methodology, including the design, creation, implementation and evaluation of individual courses implemented in a VR environment. An essential feature of the new methodology is its universality and comprehensiveness. Thanks to that, it can be applied in such areas as higher education, aviation, automotive, shipbuilding, energy and many others. The paper also identifies the significant advantages and disadvantages of VR-based education that may determine its use scope and profile. In addition, on the basis of the proposed methodology, a model of a training station using VR technology has been developed to enable the realization of training classes in the field of firefighting activities that should be undertaken during the hazard arising from the operation of a numerically controlled production machine. Results of the conducted training using this station were also presented. The study showed the potential of training based on a virtual environment to improve participants’ skills and knowledge. The development and implementation of adequate courses in the VR environment can reduce costs and increase the safety and efficiency of employees’ performed activities.
1 January 2021 in IOP Conference Series: Materials Science and Engineering
In this study, we focus on some problems related to virtual reality technology usage in supporting the educational process. The main goal is to obtain the optimal duration of exposure to virtual reality without the appearance of physiological problems for the user affected the achievement of teaching outcomes. Most of the characteristics of virtual reality software at the same time point out some issues in the areas of technological innovations, especially in the health context. The presented example of the VR environment’s training application shows the effectiveness of VR methods and their possibilities in training aircraft pilots. Teaching involving VR allowed to achieve, on average, as much as 90% correct answers, which in comparison with traditional methods resulted in an increase of 21 to 32.7% of correct answers in comparison with training using VR. The research confirmed that a critical challenge in the context of the broader use of VR in education is to appropriately adapt the learning materials and content to the technical requirements. Then, in certain areas, the use of VR is beneficial.
Internet traffic monitoring is a crucial task for the security and reliability of communication networks and Internet of Things (IoT) infrastructure. This description of the traffic statistics is used to detect traffic anomalies. Nowadays, intruders and cybercriminals use different techniques to bypass existing intrusion detection systems based on signature detection and anomalies. In order to more effectively detect new attacks, a model of anomaly detection using the Hurst exponent vector and the multifractal spectrum is proposed. It is shown that a multifractal analysis shows a sensitivity to any deviation of network traffic properties resulting from anomalies. Proposed traffic analysis methods can be ideal for protecting critical data and maintaining the continuity of internet services, including the IoT.
Gamification, in its nature, combines not only games but also the whole psychological environment. Thanks to this, a properly prepared implementation of gameplaying can encourage people to compete with others and achieve the set tasks and goals. A person feels fulfilled that through his actions has performed a mission or reached a new level. It stimulates them to continue their activity and self-improvement to be better and beat their records. Its advantage is also that it does not have to be limited to one technology or method—it can be realized both through a simple scenario and a corkboard with results, it can also be embedded, e.g., in a virtual or augmented reality. This article focuses on the gamification of dyslexia, a common disorder of developmental disorders among pupils. It affects about 10%–15% of school-age children. The research narrowed the field of the study to one of the aspects of developmental dyslexia—dysorthography and making spelling mistakes by people affected by this disorder. This work aims to present an original application which is using gamification as a supportive tool for the learning of school children with diagnosed dyslexia. The conducted study was based on the implementation of original algorithms and scenarios of gamification on mobile devices, especially smartphones. School children are following a gamification approach for a specified period. As a conclusion, it can be stated that the proposed framework and gamification can help in the learning of people with dyslexia.
This study analyzes the possibility of using Go (Golang) in the context of Java and Python in decision-making processes, with particular emphasis on their use in industry-specific solutions for Industry 4.0. The authors intentionally compared Go with Java and Python, which have been widely used for many years for data analysis in many areas. The research work was based on decision trees data mining algorithms, and especially on classification trees, in which the measure of entropy as a heuristics to choose an attribute was taken into account. The tests were carried out on various parameters describing calculation time, RAM usage, and CPU usage. The source data, which were the basis for the computing of the decision tree algorithm implemented using these three languages, were obtained from a commercial remote prototyping system and were related to the target customers’ choice of methods and means of the full design-creation process.
Present-day technologies used in SHM (Structural Health Monitoring) systems in many implementations are based on wireless sensor networks (WSN). In the context of the continuous development of these systems, the costs of the elements that form the monitoring system are decreasing. In this situation, the challenge is to select the optimal number of sensors and the network architecture, depending on the wireless system’s other parameters and requirements. It is a challenging task for WSN to provide scalability to cover a large area, fault tolerance, transmission reliability, and energy efficiency when no events are detected. In this article, fundamental issues concerning wireless communication in structural health monitoring systems (SHM) in the context of non-destructive testing sensors (NDT) were presented. Wireless technology developments in several crucial areas were also presented, and these include engineering facilities such as aviation and wind turbine systems as well as bridges and associated engineering facilities.