Integrating Asynchronous Technology and Virtual Reality To Support Education in Aircraft Maintenance Technology

Activities

Primary Activity 1: Curriculum Enhancement and Material Development 


Primary Activity 2: Curriculum Evaluation


 

Primary Activity 1 - Curriculum Enhancement and Material Development

This step entails developing the VR model of the aircraft inspection and maintenance process for use in the aircraft maintenance technology curriculum, ordering project equipment, and installing and piloting the completed model at Greenville Tech.  Support documentation for the virtual process will include laboratory activities that incorporate the VR software application into courses.

The virtual environment will enable students to access realistic inspection and maintenance situations and conduct “what if” scenarios; instructors can tailor these scenarios based on student need, enabling students to see the results of their responses and discuss potential solutions.  This type of engagement is not possible with other pedagogical techniques.

The Virtual EnvironmentOur operational and deployable VR inspection simulator features a binocular eye tracker built into the system’s Head Mounted Display (HMD), shown in Figure 1a, which allows the recording of the user’s dynamic point of regard within the virtual environment (Figure 1b) (Duchowski et al., 2001).

User gaze direction, as well as head position and orientation, are tracked to enable navigation and post-immersive examination of the user’s overt spatio-temporal focus of attention while immersed in the environment. Tracking routines deliver helmet position and orientation in real-time, both of which are then used provide updated images to the HMD. User gaze direction is tracked in real-time (Figure 1c), along with calculated gaze/polygon intersections, for subsequent off-line analysis and comparison with stored locations of artificially generated defects in the inspection environment (Figure 1d) (Duchowski et al., 2002).

Figure 1: (1a) Binocular eye tracking optics, (1b) User immersed in VE, (1c) Real time gaze tracking in VR, (1d) Corrosion defects highlighted for simulation operator
Figure 2: (2a) Physical aft cargo bay, (2b) Captured fixation in virtual environment, (2c) Use of flash-light in aft cargo bay, (2d) Eye movement acceleration analysis

 

The VR-based inspection environment enables us to simulate the complex aircraft maintenance/inspection environment, and support classroom instruction and capstone design projects.  The goal of the construction of the virtual environment is to match the appearance of the physical environment, similar to the example shown in Figure 2a (Vora et al., 2001). Eye movements, following fixation analysis, captured in the existing prototype VR environment are shown in Figure 2b.

During immersion, users have access to tools similar to those used by a technician on the aircraft hangar floor (e.g., flashlight, mirror- Figure 2c), albeit these are virtual in our environment.  The system captures process data (eye movements of the subjects as seen in Figure 2b) and performance data (speed and accuracy) for use as feedback to the subjects (Nair et al., 2001).  Several defect scenarios have now been developed (e.g., enabling visual search for corrosion, cracks, broken conduits), augmented with user-adjustable parameters.  The same graphical user interface, shown in Figure 2d, is used for on-line user immersion and off-line eye movement analysis.

Hardware Platform: Since initial funding from NASA (Ames) in 1999, we have successfully migrated our system from our primary supercomputer rendering engine (a dual-rack, dual-pipe, SGI Onyx2® InfiniteReality™ system with 8 raster managers and 8 MIPS® R10000™ processors) to a personal computer.  Our PC platform, running Linux and equipped with an NVidia GeForce4 TI4600 graphics card, attains rendering performance comparable to our former SGI platform at a significant reduction in cost, from approximately  $500,000 to $3,000.  Multi-modal hardware components include a binocular ISCAN eye tracker mounted within a Virtual Research V8 (high resolution) Head Mounted Display (HMD). The Clemson research team, working closely with Greenville Tech and industry partners, will transfer the existing prototype VR simulator produced under the auspices of previous FAA- and NASA-funded research efforts into a deliverable for use by Greenville Tech. Following purchase of equipment, software will be available from Clemson’s publicly accessible web-based software repository (a CVS web site serving the latest version of the code; for an example, see: http://www.vr.clemson.edu/~acnatha/ienasa/ByName.html).  Support documentation for the VR inspection and maintenance process will include laboratory activities that integrate VR applications as part of the following three courses – ACM 130, Sheet Metal Layout and Repair; ACM 174, Airframe Inspection; ACM 226, Power Plant Inspection.  A description of the Clemson system as a case study can be found in Duchowski (2003).

Implementation of a Portable VR System for Demonstration: While we expect the above simulation strategies to be suitable for gaze-based interaction in VR, the project will also implement a simpler interactive portable system more suitable for stand-alone installation at remote sites. This will facilitate in demonstrating the use of VR as pedagogical tool in high schools and colleges and at other distant locations. Window-VR is a state-of-the-art, flat-panel interface allowing hand-pointing selection through a built-in touchscreen.  Although not worn on the head, the Window-VR device operates in a manner similar to the Head Mounted Display.  The device contains a Flock Of Birds sensor which records the panel’s position and orientation in three-space.  Using this device, we will be able to display an identical environment to the user as in our HMD, except for the eye tracking components.  Omitting these requirements, the proposed standalone VR system instead focuses on performance aspects of the system, namely (1) ease of navigation through the environment and (2) the usability of the Virtual Reality hardware itself. Although the chief advantage of the HMD, the traditional device used for Virtual Environment display and navigation, is the promise of immersion in the environment, its primary disadvantage is its awkwardness.  That is, the HMD must be fitted to and worn on the head of the individual.  Furthermore, the currently used eye tracking system requires calibration of the optics each time a user dons the helmet.  This procedure is often cumbersome, especially if the user must complete other tasks outside the environment, for example, filling out progress reports. The Window-VR device, on the other hand, is an innovative flat-panel display mounted on a movable arm similar to the Fakespace BOOM device (Figure 3). 

Because the Window-VR interface is a simple flat-panel, it does not need to be fitted to the user.  Furthermore, the user can simply let go of the display to perform easily any required tasks outside the environment.  Its electromagnetic position/orientation sensor, screen touchpad, and joystick controls work together to allow navigation and selection in the three-dimensional world.

 Primary Activity 2 - Curriculum Evaluation

Comprehensive measures are planned to ensure ongoing assessment of program planning, development, implementation, and both internal and external evaluation. The overall purpose of this assessment will be to promote the successful development and implementation of the program through continuous feedback of the data to the investigators and to assess the effectiveness of the college in meeting the educational objectives for the program in the following areas: curriculum,
 faculty, constituents, processes, outcomes, assessment and dissemination. The researchers have integrated the NVC personnel and evaluation plan as part of the assessment process. The NVC personnel were consulted during the final stage of the proposal development. They will be actively involved during the project planning phase and will visit Indian Hills during each project year to conduct evaluations and provide feedback. The core NVC members are Ms. Peggy Weeks, Dr. Manoj Patankar, Dr. Robert Jacob, and Dr. Jim Wood. The research will employ the classic closed loop program assessment methodology. This methodology will apply qualitative, quantitative, attitudinal, and behavior/performance measures. In addition to developing the integrated curriculum application using virtual reality-based technology, research will be conducted on the learning effectiveness of this method. A systems approach model focusing on content, methods, and delivery system will be used.  Progress reports will be filed after the completion of each project milestone, including quarterly, semi-annual and annual progress reports, and a final technical report will be submitted on completion of the research.

 

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