A Cyber-Physical Gaming System for Vocational Training

Aparajithan Sivanathan, Scott McGibbon, Theodore Lim, James Millar Ritchie, Mohamed Samir Abdel - Wahab

Research output: Chapter in Book/Report/Conference proceedingConference contribution

6 Citations (Scopus)

Abstract

Cyber-physical systems enable new digital ecologies in industrial and workplace lifelong learning. This paper reports on early efforts in delivering a virtual environment and system for vocational education and training (VET), in particular targeting the needs of craft and trade skills. The domain of stone masonry is presented herein, where its underpinning activities are learning through virtual environments, simulation and role play. The challenges are not only the synchronicity between physical and software components but also the in-game mechanics that incorporate building blocks of effective training and skills development strategies. A prototype body-area sensor network in a cyber-physical game environment demonstrates the interaction between virtual objects and the player-learner.
Original languageEnglish
Title of host publicationASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference
PublisherAmerican Society of Mechanical Engineers
Volume1
ISBN (Print)9780791858110
DOIs
Publication statusPublished - 31 Aug 2017
Event37th Computers and Information in Engineering Conference - Cleveland, United States
Duration: 6 Aug 20179 Aug 2017

Publication series

NameASME Proceedings
PublisherASME

Conference

Conference37th Computers and Information in Engineering Conference
Country/TerritoryUnited States
CityCleveland
Period6/08/179/08/17

Keywords

  • Cyber-physical systems
  • workplace learning
  • virtual environment and system
  • vocational education and training
  • game environment

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