Abstract

A Virtual Reality application was developed to be used as an immersive virtual learning strategy for Oculus Rift S Virtual Reality glasses and through Leap Motion Controller™ infrared sensors, focused on students of the Automotive Systems Engineering academic program, as a practical teaching-learning tool in the context of Education 4.0 and the pandemic caused by COVID-19 that has kept schools closed since March 2020. The technological pillars of Industry 4.0 were used to profile students so that they can meet the demands of their professional performance at the industrial level. Virtual Reality (VR) plays a very important role for the production-engineering sector in areas such as design and autonomous cars, as well as in training and driving courses. The VR application provides the student with a more immersive and interactive experience, supported by 3D models of both the main parts that make up the four-stroke combustion engine and the mechanical workshop scenario; it allows the student to manipulate the main parts of the four-stroke combustion engine through the Oculus Rift S controls and the Leap Motion Controller™ infrared sensors, and relate them to the operation of the engine, through the animation of its operation and the additional information shown for each part that makes it up in the application.

Highlights

  • Virtual Reality (VR) is a computer-generated environment that allows immersion in a virtual world through computational graphics applications [1]

  • Test with six different items was designed and applied to 20 students (n = 20) who evaluated the use of the Virtual Laboratory for assembling the main parts of a four-stroke engine using both the Oculus Rift S and Leap Motion ControllerTM

  • This paper shows the development and evaluation of the Virtual Reality application that presents in an interactive and immersive way, with the help of the lenses and controls of the Oculus Rift S and Leap Motion ControllerTM, to learn about the operation of the four-stroke engine through animation and the assembly and disassembly of its main pieces

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Summary

Introduction

Virtual Reality (VR) is a computer-generated environment that allows immersion in a virtual world through computational graphics applications [1]. The aim purpose of this graphics implementation is that the virtual world has a real aspect (virtual realism), real sound (auditive realism), and the user feels like part of that environment (haptic realism) [2] These aspects could be carried out through optic devices, electronics, and computational implementations to have a visual representation and a hand simulation to realize different tasks inside the virtual environment such as pick up, place, alter and order objects taking into consideration their hand position and movements [3]. Virtual worlds could be created through the implementation of software; the development of digital human models requires hardware capable of functioning as an interface between the computer system and the user Optical devices such as deep vision cameras (Leap Motion ControllerTM, Leap Motion Inc., San Francisco, CA, USA, KinectTM, Microsoft, WA, USA, Oculus RiftTM, Oculus VR LLC, San Francisco, CA, USA), infrared cameras, pressure sensors, motion sensors, joysticks, and accelerometers, among others, complement the perception of the simulated environment.

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