Engineering education
Ambito disciplinare
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Combined Use of eXtended Reality Technologies for Training the Operator 5.0 the PROXIMA Project
Advances in Transdisciplinary Engineering, 76, pp. 151-160
Human factors and ergonomicsVirtual and augmented reality
Abstract
Extended Reality (XR), combining Virtual Reality (VR) and Augmented Reality (AR), is transforming human-machine interaction in manufacturing by facilitating complex system design and operator training. Traditionally, VR and AR have been utilised separately-VR for virtual simulations and validation, and AR for on-site assistance. Training operators in modern manufacturing (Operator 5.0) demands integrated approaches that merge virtual scenarios with real-world applications, enhancing learning outcomes and user experience (UX). The PROXIMA project introduces an integrated XR platform designed explicitly for Operator 5.0 training, combining VR and AR into a seamless, collaborative environment. PROXIMA addresses technological and educational gaps by enabling smooth interaction between physical and virtual contexts through spatially aware multimedia content generated in AR and used within immersive VR scenarios. The platform's usability and educational effectiveness were assessed through a structured pilot study involving 35 apprentices, utilising the System Usability Scale (SUS) and qualitative feedback. Results indicated strong usability (average SUS score of 73.2), high participant engagement, improved procedural knowledge, and positive educational outcomes. User feedback informed system enhancements, particularly for AR content creation and VR navigation. PROXIMA thus significantly advances integrated XR training solutions, effectively bridging technological innovation and pedagogical practice within Industry 5.0.
Keywords: Extended reality , Operator 5.0 , Proximity , User experience , Virtual training
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LearnAIng: Generative Artificial Intelligence to boost teaching and training in technical field
Procedia Computer Science, 270, pp. 263-272
Abstract
Generative Artificial Intelligence is revolutionizing the field of education, offering innovative tools to support students in the learning process and teachers in their activities. This paper presents an AI-powered software developed to support the teaching of systematic innovation courses, following TRIZ methodology, through the integration of Large Language Models (LLMs), Retrieval Augmented Generation (RAG) techniques and the access to patent source. The article describes the methodology implemented and the results of an experimental phase conducted on a large sample of students. The analysis shows how the use of AI in technical Problem-Solving enhances a more structured approach but at the same time is more effective in stimulating creativity and lateral thinking, reducing psychological inertia and boosting Technology Transfer. The findings highlight significant improvements over traditional didactics methods, both in learning effectiveness and instructional support.
Keywords: Artificial Intelligence - AI , Computer Aided Innovation - CAI , Education , Large Language Model - LLM , Learning , Problem-Solving , Retrieval Augmented Generation - RAG , Systematic Innovation , Teaching , TRIZ
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An integrated methodology for the assessment of stress and mental workload applied on virtual training
International Journal of Computer Integrated Manufacturing, 37(9), pp. 1088-1106
Human factors and ergonomicsVirtual and augmented realityVirtual prototyping and digital twin
Abstract
The importance of training for operators in industrial contexts is widely highlighted in literature. Virtual Reality (VR) is considered an efficient solution for training, since it provides immersive, realistic, and interactive simulations environments promoting a learn-by-doing approach, far from the risks of the real field. Its efficacy has been demonstrated by several studies, but a proper assessment of the operator's cognitive response in terms of stress and cognitive load during the use of such technology is still lacking. This paper proposes an integrated methodology for the analysis of user's cognitive states, suitable for each kind of training in the industrial sector and beyond, fostering the human-centred design and manufacturing perspective. The methodology has been assessed using an industrial case study where virtual training is used for assembly of agricultural vehicles. Experimental results highlighted that, with VR additional supportive information, while operators' errors drastically decrease, the stress increases for complex tasks, due to the greater amount of information to manage. The proposed protocol allows understanding the operators' cognitive conditions in order to optimize the VR training application, avoiding operators' stress, mental overload, and improving performance.
Keywords: cognitive ergonomics , mental workload , stress , virtual assembly , Virtual reality , virtual training
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VR Lab: An Engaging Way for Learning Engineering and Material Science
Lecture Notes in Mechanical Engineering, pp. 389-396
Virtual and augmented realityVirtual prototyping and digital twin
Abstract
In recent years, virtual reality technology has grown more widely available. This creates new opportunities and methods in the field of education, particularly for STEM (science, technology, engineering, and mathematics) disciplines. This study describes the design and the development of an immersive virtual reality laboratory (VR Lab) that aims to introduce novel activities and practical experiments in the field of industrial engineering and material science that can be highly beneficial for students. The laboratory enables students to experience and learn the macro and micro behavior of various engineering materials. The VR Lab is designed as an open-space room that is digitally divided into multiple learning stations, each of which is dedicated to a specific aspect of the subject. A virtual mechanical tensile test machine may operate with various materials and display the results by combining finite element analysis simulations and stress-strain curve. In another station, students can be transported inside atomic and molecular structures of various materials and can investigate how dislocations and slipping planes influence the mechanical behavior of metals or how the alignment of molecular chains affects the strength of polymers. Immersive VR Lab showed great potential for education. The developed virtual learning stations can be used to complement learning activities and physical experiments that are generally too risky, too expensive, or simply too time-consuming to be carried out in a real classroom, particularly in the STEM area.
Keywords: Engineering Education , Material Science Teaching , STEM , Virtual Reality , VR Lab
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Enhancing Inclusive Education for Young Students with Special Needs through Mixed Reality: Exploring the Potential of CNC Milling Machine Application
Computer-Aided Design and Applications, 21(3), pp. 522-535
Abstract
[No abstract available]
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Exploiting Virtual Reality to Design Exercises for the Recovery of Stroke Patients at Home
Computer-Aided Design and Applications, 21(3), pp. 463-473
Design methods for mobilityHuman factors and ergonomicsMethods for medical applicationsVirtual and augmented reality
Abstract
Stroke affects approximately fifteen million people worldwide annually, with impaired hand function being one of its most common effects. Hemiparetic post-stroke patients suffer a mild loss of strength involving one side of their body: though not fully debilitating, it still impacts their everyday life activities. To prevent mobility deterioration, patients must perform well-focused and repetitive exercises during chronic rehabilitation. Virtual Reality (VR) emerges as an interesting tool in this framework, offering the possibility of training and measuring the patient's performances in ecologically valid, engaging, and challenging environments. In recent years, there has been an increasing diffusion of accessible head-mounted displays that enhance the sense of realism and immersion in a virtual scene. To explore the feasibility and efficacy of VR immersion and game mechanics in rehabilitation programs, a VR system that allows users to rehabilitate their motor skills in a home-based environment has been designed and tested considering standard measures related to usability, immersion, workload, and simulator sickness, and with the involvement of rehabilitation experts. The results demonstrate how users and experts have received the application positively, highlighting the potential of VR applications for the future development of home-based rehabilitation programs.
Keywords: Exergames , Post-Stroke Rehabilitation , Virtual Reality
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Rapid Prototyping in Engineering Education: Developing a Hand Exoskeleton for Personalized Rehabilitation
Computer-Aided Design and Applications, 21(3), pp. 474-486
Additive manufacturingGeometric modeling and processingMethods for medical applications
Abstract
Nowadays, universities address topics like CAD modeling and additive manufacturing to teach students important aspects of engineering and design. However, the development of a prototype is an iterative process composed of different phases that range from the definition of the problem to the evaluation of the concept The paper describes how to integrate all these phases for active learning in the course Computer-Aided Design and Mechanical Prototyping, which is part of the Master's Degree in Mechanical Engineering program at Politecnico di Milano. The final project assigned as a case study to students consists in the development of a rehabilitative hand exoskeleton. The paper presents how students faced the different phases of the development process till the final prototype and its evaluation with healthy subjects and some post-stroke patients. The methodology applied to the course was really appreciated by students, in particular, the experience of designing different devices from scratch. They were challenged in different areas, like mechanics, electronics, informatics, and manual work, which allowed them to range widely during the design and manufacturing process and to extend considerably their knowledge.
Keywords: additive manufacturing , CAD modeling , engineering education , hand exoskeleton , interactive applications
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State of the Art in Wearable Wrist Exoskeletons Part II: A Review of Commercial and Research Devices
Machines, 12(1)
Human factors and ergonomicsMethods for medical applications
Abstract
Manual handling tasks, both in daily activities and at work, require high dexterity and the ability to move objects of different shapes and sizes. However, musculoskeletal disorders that can arise due to aging, disabilities, overloading, or strenuous work can impact the natural capabilities of the hand with serious repercussions both in working and daily activities. To address this, researchers have been developing and proving the benefits of wrist exoskeletons. This paper, which is Part II of a study on wrist exoskeletons, presents and summarizes wearable wrist exoskeleton devices intended for use in rehabilitation, assistance, and occupational fields. Exoskeletons considered within the study are those available either in a prototyping phase or on the market. These devices can support the human wrist by relieving pain or mitigating fatigue while allowing for at least one movement. Most of them have been designed to be active (80%) for higher force/torque transmission, and soft for better kinematic compliance, ergonomics, and safety (13 devices out of 24, more than 50%). Electric motors and cable transmission (respectively 11 and 9 devices, out of 24, i.e., almost 50% and 40%) are the most common due to their simplicity, controllability, safety, power-to-weight ratio, and the possibility of remote actuation. As sensing technologies, position and force sensors are widely used in all devices (almost 90%). The control strategy depends mainly on the application domain: for rehabilitation, CPM (control passive motion) is preferred (35% of devices), while for assistance and occupational purposes, AAN (assistance-as-needed) is more suitable (38% of the devices). What emerges from this analysis is that, while rehabilitation and training are fields in which exoskeletons have grown more easily and gained some user acceptance (almost 18 devices, of which 4 are available on the market), relatively few devices have been designed for occupational purposes (5, with only 2 available on the market) due to difficulties in meeting the acceptance and needs of users. In this perspective, as a result of the state-of-the-art analysis, the authors propose a conceptual idea for a portable soft wrist exoskeleton for occupational assistance.
Keywords: industrialization issues , occupational sector , rehabilitation field , wearable devices , wrist exoskeletons
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Virtual Reality in Education to Enable Active Learning and Hands-on Experience
Computer-Aided Design and Applications, 21(2), pp. 258-269
Geometric modeling and processingProduct design and engineeringVirtual and augmented reality
Abstract
Teaching technical contents related to product design and 3D modeling is a challenging task. Students enrolled in Master of Science courses often have different backgrounds and technical skills, due to their different educational paths at the bachelor's degree. From the student's perspective, one of the main difficulties concerns the definition of the 3D modeling procedure, understand technical drawings and figuring out the proper assembly sequence to get the final product. Over the years, some methods to fill these existing gaps have been experimented, such as tutoring and Massive Open Online Courses. Despite these passive approaches have been proven useful for students, digital technologies, such as Virtual Reality, can boost the implementation active learning sessions and hands-on experiences. In this paper, we present a Virtual Reality application for active learning developed to help students in the initial stage of the “Methods and tools for detailed design†course to acquire a set of lacking knowledge, which includes technical terminology related to mechanical parts and components, the ability to decompose mechanical systems into sub-parts, and to create a 3D model using a CAD tool given a 2D engineering drawing. To evaluate the effectiveness of the proposed approach, the application has been tested with a cohort of students with different backgrounds and knowledge about mechanical design and CAD.
Keywords: Active learning , hands-on experience , Virtual learning , Virtual Reality , Virtual Reality for education
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Short Overview on Trans-Septal Puncture Phantoms Materials and Manufacturing Technologies
Lecture Notes in Mechanical Engineering, pp. 194-202
Additive manufacturingMethods for medical applications
Abstract
The growing cooperation between physicians and engineers have been producing increasingly sophisticated anatomical phantoms for the training and planning of Structural Heart Surgery. Trans-Septal Puncture (TP) is a percutaneous, non-invasive cardio chirurgical procedure used to access the heart Left Atrium from the Right Atrium through the Fossa Ovalis (FO), a region of the Inter Atrial Septum with reduced thickness. TP is technically challenging and requires dedicated teaching and a skillful operator; as a result, application of phantoms to TP training have been gaining increasing interest. The aim of the present work is to investigate the current state of the art in TP simulators. The Scopus and PubMed databases were analyzed and the bibliography of the most impacting articles was reviewed. The results can be summarized as follows: i) mold casting and additive manufacturing (AM) are the only technologies documented for phantoms creation; ii) silicone rubbers and Polyvinyl Alcohol Cryogel are the most used materials for mold casting while Polyjet polymers are the most used material for AM; iii) quantitative data on force and haptic feedback from IAS and FO simulacra is scarcely documented; iv) procedure image guidance can be simulated during the training.
Keywords: Additive Manufacturing , Material Characterization , Medical Phantoms , Silicone Casting , Trans-Septal Puncture
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Deep Learning Algorithm for Advanced Level-3 Inverse-Modeling of Silicon-Carbide Power MOSFET Devices
Proceedings of SPIE - The International Society for Optical Engineering, 12973
Design methods for mobilityImage Processing & Applications
Abstract
Inverse modelling with deep learning algorithms involves training deep architecture to predict device's parameters from its static behaviour. Inverse device modelling is suitable to reconstruct drifted physical parameters of devices temporally degraded or to retrieve physical configuration. There are many variables that can influence the performance of an inverse modelling method. In this work the authors propose a deep learning method trained for retrieving physical parameters of Level-3 model of Power Silicon-Carbide MOSFET (SiC Power MOS). The SiC devices are used in applications where classical silicon devices failed due to high-temperature or high switching capability. The key application of SiC power devices is in the automotive field (i.e. in the field of electrical vehicles). Due to physiological degradation or high-stressing environment, SiC Power MOS shows a significant drift of physical parameters which can be monitored by using inverse modelling. The aim of this work is to provide a possible deep learning-based solution for retrieving physical parameters of the SiC Power MOSFET. Preliminary results based on the retrieving of channel length of the device are reported. Channel length of power MOSFET is a key parameter involved in the static and dynamic behaviour of the device. The experimental results reported in this work confirmed the effectiveness of a multi-layer perceptron designed to retrieve this parameter.
Keywords: channel length modeling , Deep network , Power MOS inverse modeling
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Manufacturing of Multilayer Replicas of Human Costal Cartilage for Realistic Medical Planning
Lecture Notes in Mechanical Engineering, pp. 129-137
3D scanningAdditive manufacturingGeometric modeling and processingMethods for medical applicationsVirtual prototyping and digital twin
Abstract
Autologous ear reconstruction is a surgical procedure which aims to restore the anatomy of the outer ear whenever there are malformations due to congenital defects (microtia) or as a result of trauma and burns. Reconstruction involves the cutting, carving, and modeling of a portion of costal cartilage harvested from the patient. The aesthetic results of the surgery are highly dependent on the manual skill of the surgeon, which therefore needs a wide range of surgical experience. Appropriate simulation and training tools are essential to acquire adequate familiarity with the procedure without compromising the patient's aesthetic appearance. In such a context, the present work aims to create replicas of the costal cartilage that allow a realistic simulation of the surgery, thus taking into account important characteristics of the cartilage tissue such as the behavior to cut and suture, hardness, etc. The problem is approached with well-established Additive Manufacturing and Reverse Engineering techniques, which are increasingly being used in the medical field, addressing both the problem of identifying the most suitable materials and the possibility of providing medical personnel with simple interactive procedures for the fabrication of multilayer replicas, without the need to turn to expert CAD modelers.
Keywords: CAD modeling , Costal cartilage mold , Ear reconstruction , Medical simulation
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A Tool for ISO GPS Diffusion and Knowledge Assessment in Industry and Academia
Lecture Notes in Mechanical Engineering, pp. 451-459
Geometric dimensioning, tolerancing and inspection
Abstract
This paper proposes a tool to analyze the diffusion and knowledge of the ISO GPS language in both industry and academia. A survey has been designed based on the maturity model concept to achieve this goal. Six Key Performance Indicators (KPI) arguments have been defined: general concept, datum systems, geometric tolerances, dimensional tolerances, modifiers and indications, and tolerance stack-up. Per each of these, three assessments are proposed, and a rating is given based both on self-assessment and unbiased check questions. The result is a survey that takes between 10 to 15 min to be filled out. The assessment is based on both knowledge and usage. The defined survey, through testing, proved to be a simple and usable tool to test the actual diffusion and knowledge of the ISO GPS language thanks to its shortness and the different levels of analysis it allows.
Keywords: Geometric Specification , ISO GPS , Maturity Model , Survey
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Preliminary Study of a 3D-Printed High-Fidelity Simulator for the Training on the EBUS TBNA Procedure
Lecture Notes in Mechanical Engineering, pp. 146-153
Additive manufacturingMethods for medical applications
Abstract
Lung cancer is the second neoplasia for incidence and the leading cause of death from neoplasia in the world. A consolidated practice for lung cancer early diagnosis and staging is EBUS TBNA (EndoBronchial UltraSound-guided TransBronchial Needle Aspiration). Despite being a low-risk procedure, its success highly depends on the medical staff's skills, who therefore require appropriate training. With the future aim of developing a novel realistic EBUS TBNA simulator that also allows tissue sampling, in this paper, the authors propose a simplified representation of the mediastinum to define a suitable layout. As far as the authors know, the physical commercially-available simulators have poor echogenic properties, do not allow tissue sampling, and can be quite expensive. The project was carried out within Custom3D, a joint laboratory between Careggi Hospital of Florence and the Department of Industrial Engineering of the University of Florence, under the request of the interventional pneumology ward. The model was validated by an expert medical doctor who assessed its anatomical accuracy and the suitability of its mechanical and acoustic properties. Moreover, the possibility of performing lymph node needle aspiration is an added value that promises to bring the EBUS TBNA simulation to a new level of realism.
Keywords: EBUS TBNA , echogenic , mannequin , simulation
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Improving the Learning Experience within MCAD Education: The Provision of Feedback on CAD Model Quality and Dormant Deficiency in Real-Time
Computer-Aided Design and Applications, 21(5), pp. 739-758
Geometric modeling and processing
Abstract
Formative assessment is an important element for supporting any learning process, with the provision of feedback being one of its most effective strategies. However, despite the extensive body of research on feedback and its importance to learning, its effectiveness and usefulness, and thus its expected effect, are not always guaranteed. This, in part, can be attributed to issues concerning how students make sense of and act upon feedback and the gap between how students receive and perceive feedback and how teachers structure and provide it. After the introduction of a newly developed feedback intervention aimed at improving the learning experience and, consequently, performance outcomes, it is now time to determine the next steps. This requires insight into and understanding of the usefulness and effectiveness of the recently introduced educational intervention, and this insight should be based on empirical evidence. This paper reports on the first part of an empirical study organized as a two-part project aimed at determining to what extent the new feedback intervention has had a positive impact on the learning experience and outcomes. The study also aims to determine the effect sizes and their relationships, along with the impact of the feedback characteristics on the goals in relation to the complex task of creating robust and best practice-compliant CAD models.
Keywords: CAD model alterability , design intent , dormant deficiency , Feedback effects , skill and competency development
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Virtual Reality Workshop for Massive Laboratory Learning Experience of Engineering Students
Lecture Notes in Mechanical Engineering, pp. 414-422
Abstract
Virtual Reality (VR) technology has the potential to revolutionize engineering education by providing students with real-world simulation scenarios. This paper presents a user study to measure the effectiveness of VR applications in teaching technical representation and machine elements to first-year mechanical, energy, and aerospace engineering students. The VR application was designed to immerse the students in a virtual mechanical workshop where they could interact with a 3D model of a gearbox and access task instructions and technical drawings through an interactive whiteboard. A total of 448 students voluntarily participated in the one-hour lecture and were divided into groups of two to use the available 15 headsets. The study was assessed by analyzing the log files and their answers to a satisfaction and usability questionnaire. The results indicated that the VR application was an effective supplement to traditional instruction, as the students reported that it helped them better understand technical representation concepts and made the learning experience more enjoyable.
Keywords: Engineering education , Laboratory experience , User-centered evaluation , Virtual Reality
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Educational Test Bench for Full Field Vibration Measurements
Lecture Notes in Mechanical Engineering, pp. 373-380
Image Processing & Applications
Abstract
Full-field methods can significantly improve measurement quality in experimental dynamic analysis, which is a critical issue in the industry. Optical methods based on digital image correlation (DIC) are widely used in this regard. This paper aims to present an experimental setup to perform full-field vibration measurements using off-the-shelf components costing tens or hundreds of euros rather than thousands. This allows for the construction of multiple measurement systems with a small investment, giving students hands-on experience. The system's inherent low cost, ease of assembly, and ease of use ensure that the student can handle the system from the design stage to the setup stage, and finally to the testing stage. A simple Matlab app was developed to set up and control the test, analyze data and display the results. The system's modularity allows it to further extend measurement capabilities over time, performing 2D measurements or more complex 3D measurements under single or multiple inputs. A prototype of the proposed system was assembled and tested on a planar specimen for 2D DIC measurements. The total cost of the equipment was less than 250 €. The setup was validated for geometrically complex torsional deformed shapes up to 660 Hz.
Keywords: Digital Image Correlation , Educational Test Bench , Full Field Vibration Measurement
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Holistic Scientific-Technical Communication: A Teaching Proposal
Lecture Notes in Mechanical Engineering, pp. 381-388
Abstract
Technical-scientific communication is essential, particularly for engineers, because they work in interrelationships with others. Such communication is characterized by three fundamental aspects: graphical, written, and oral transmission. In addition, each communication includes a system of signs and rules, some defined by standards, others adopted in a specific context, allowing information transmission. Finally, essential requirements of any communication are completeness, immediacy, and non-ambiguity. In general, most information exchanges integrate these forms and requirements. Still, they must also consider many aspects that lead to thinking of technical communication as “holistic communicationâ€. Considering the importance of technical-scientific communication in the professional career of engineers, the teaching programs in Engineering schools have begun to include specific activities and experiences to improve the students' communications skills. Authors think it is necessary to consider these experiences holistically to allow the students to select the kinds of media concerning the information content and reflecting the audience's needs. This approach could be similar to the design for X approach and may be considered a “communication for X†approach.
Keywords: Engineering Education , Technical communication , Technical product documentation
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Enhancing Technology-Focused Entrepreneurship in Higher Education Institutions Ecosystem: Implementing Innovation Models in International Projects
Education Sciences, 14(7)
Abstract
Innovation models are key to fostering technology-focused entrepreneurship in higher education institutions (HEIs). These models create dynamic environments that encourage collaboration, creativity, and problem-solving skills among students and faculty. HEIs face several challenges in fostering entrepreneurship, including allocating sufficient financial and human resources, integrating entrepreneurship education across disciplines, and managing intellectual property. Overcoming these challenges requires HEIs to cultivate an entrepreneurial culture and establish strong partnerships with industry stakeholders. To achieve these goals, HEIs must adopt successful innovation models proven to work. This article presents an international case study highlighting such models and the factors contributing to their success. This study explores the implementation and impact of innovation models, specifically IDEATION and DEETECHTIVE, within HEIs to foster technology-focused entrepreneurship. By implementing numerous actions focusing on online education integration and the Quintuple Helix Innovation Model, these models support shifting engineering students' mindsets toward entrepreneurship. This research highlights the importance of academia–industry collaboration, international partnerships, and the integration of entrepreneurship education in technology-focused disciplines. This study presents two models. The first, IDEATION, focuses on open innovation and sharing economy aspects. This model underwent rigorous testing and refinement, evolving into the second model, DEETECHTIVE, which is more comprehensive and deep tech-focused. These models have been validated as effective frameworks for fostering entrepreneurship and innovation within HEIs. This study's findings underscore the potential of these models to enhance innovation capacity, foster an entrepreneurial culture, and create ecosystems rich in creativity and advancement. Practical implications include the establishment of open innovation-oriented structures and mechanisms, the development of specialized curriculum components, and the creation of enhanced collaboration platforms.
Keywords: academia-industry collaboration , entrepreneurship education , incubators , innovation training , international partnerships , problem-solving skills , technology entrepreneurship
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A Case Study on Digital Training: Benefits and Unexplored Opportunities
Journal of Computing and Information Science in Engineering, 24(5)
Virtual and augmented realityVirtual prototyping and digital twin
Abstract
In an era characterized by the increasing complexity of products and the rapid turnover of the workforce across different companies, there is a growing need to invest significantly in quick and efficient training methods. Concurrently, the advancement of digitalization has rendered certain training practices anchored to paper-based materials obsolete. Numerous companies are directing their investments toward digital training, yet the optimal format to exploit the full advantages of digitalization remains unclear. This study undertakes a comparison of four distinct digital versions of the same training process with the aim of comprehending the tangible benefits. The findings indicate that to fully capitalize on the advantages of digital technology, a complete rethinking of training practices is necessary.
Keywords: virtual and augmented reality environments , virtual prototyping