Design and Implementation of Digital Circuit Virtual Simulation Experimental System Based on Serious Games
Pages 98 - 104
Abstract
Serious games are used in medical, training, the military, and other sectors as an innovative teaching tool. This paper incorporates serious games into digital circuit simulation experiments, creates a virtual simulation experiment environment with rich sensory experience and good interactive experience, and addresses the recent problems of poor interactivity and low immersion in digital circuit simulation experiment software. To begin, various classical experiments in digital circuits are chosen as virtual simulation objects to build realistic virtual experiment scenes and implement scene control and circuit connection functionalities. Second, each circuit's logic analysis and algorithm processing are performed in order to replicate output feedback and experimental phenomena. To lessen user cognitive load, gesture detection and identification are performed using the Media Pipe architecture, and a gesture connection function is implemented. Finally, add registration and login functions, experiment with scene roaming, and other functions to improve the system. The digital circuit virtual simulation experiment system based on serious games offers a novel approach to digital circuit experimentation.
References
[1]
Mehmet Oren, Susan Pedersen, and Karen L. Butler-Purry. 2020. Teaching digital circuit design with a 3-d video game: the impact of using in-game tools on students' performance. IEEE Transactions on Education, PP(99), 1-8. http://doi.org/10.1109/TE.2020.3000955
[2]
Weiqun Luo, Chungui Liu, Erping Zhao, Jianguo Wang, and Hongen Dang. 2010. The Implementation of the VRML-Based Digital Circuit Virtual Experiment. In 2010 6th International Conference on Wireless Communications Networking and Mobile Computing (WiCOM) (pp. 1-4). IEEE. http://doi.org/10.1109/WICOM.2010.5600183
[3]
Julian Koch, Martin Gomse, and Thorsten Schüppstuhl. 2021. Digital game-based examination for sensor placement in context of an Industry 4.0 lecture using the Unity 3D engine–a case study. Procedia Manufacturing, 55, 563-570. https://doi.org/10.1016/j.promfg.2021.10.077
[4]
Louis Allen, Jack Atkinson, Dinusha Jayasundara, Joan Cordiner, Peyman Z. Moghadam. 2021. Data visualization for Industry 4.0: A stepping-stone toward a digital future, bridging the gap between academia and industry. Patterns, 2(5), 100266. https://doi.org/10.1016/j.patter.2021.100266
[5]
Zhongming Lv, Feiyun Xiao, Zhuang Wu, Zhengshi Liu, and Yong Wang. 2021. Hand gestures recognition from surface electromyogram signal based on self-organizing mapping and radial basis function network. Biomedical Signal Processing and Control, 68, 102629. http://doi.org/10.1016/j.bspc.2021.102629
[6]
Jose Luis Ponton, Haoran Yun, Carlos Andujar, and Nuria Pelechano. 2022. Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR Devices. arXiv preprint arXiv:2209. 11478. https://doi.org/10.48550/arXiv.2209.11478
[7]
Yue Wang, Peng Wang, Zhiyong Luo,and Yuxiang Yan. 2022. A novel ar remote collaborative platform for sharing 2.5d gestures and gaze. The International Journal of Advanced Manufacturing Technology(9/10), 119, 6413–6421. https://doi.org/10.1007/s00170-022-08747-7
[8]
Nirma Sadamali Jayawardena, Park Thaichon, Sara Quach, Ali Razzaq, and Abhishek Behl. 2023. The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review. Journal of Business Research, 160, 113739. https://doi.org/10.1016/j.jbusres.2023.113739
[9]
Guiling Sun, Sirui Wang, Hai Wang, and Yi Gao. 2021. Research on the Construction of Intelligent Fire Protection Virtual Simulation Teaching Platform Based on Internet of Things. International Journal of Information and Education Technology vol. 11, no. 10, pp. 450-455. https://doi.org/10.18178/IJIET.2021.11.10.1549
[10]
Lyu Hongyu. 2020. How Are Students Immersed by Providing Virtual Reality Technology? The Role of Psychological Distance in Online Flipped Class. International Journal of Information and Education Technology vol. 10, no. 1, pp. 79-83. https://doi.org/10.18178/IJIET.2020.10.1.1343
[11]
Ahmed Al-Gindy, Chema Felix, Ali Ahmed, Amani Matoug, and Munia Alkhidir. 2020. Virtual Reality: Development of an Integrated Learning Environment for Education. International Journal of Information and Education Technology vol. 10, no. 3, pp. 171-175. http://doi.org/10.18178/ijiet.2020.10.3.1358
[12]
Mi Young An, Kyung A Ko, and Eun Ju Kang. 2020. Problems and Directions of Development through Analysis of Virtual Reality-Based Education in Korea. International Journal of Information and Education Technology vol. 10, no. 8, pp. 552-556. http://doi/org/10.18178/IJIET.2020.10.8.1423
[13]
Pingping Wen, Ahmad Zamzuri Mohamad Ali, and Fei Lu. 2022. Examining the User Experience of a Digital Camera Virtual Reality Lab with Attention Guidance. International Journal of Information and Education Technology vol. 12, no. 8, pp. 696-703. http://doi/org/10.18178/ijiet.2022.12.8.1673
[14]
Ketut Agustini*, I Made Putrama, Dessy Seri Wahyuni, and I Nengah Eka Mertayasa. 2023. Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse. International Journal of Information and Education Technology vol. 13, no. 2, pp. 247-256. http://doi/org/10.18178/IJIET.2023.13.2.1802
Index Terms
- Design and Implementation of Digital Circuit Virtual Simulation Experimental System Based on Serious Games
Index terms have been assigned to the content through auto-classification.
Recommendations
Design and implementation of electronic circuit virtual laboratory based on virtual reality technology
Virtual reality technology has been applied in virtual labs and remote experiment teaching. This paper designs an electronic circuit virtual laboratory based on virtual reality technology, and relevant experimental teaching content. The system ...
Comments
Information & Contributors
Information
Published In
June 2023
353 pages
ISBN:9798400700422
DOI:10.1145/3606094
Copyright © 2023 ACM.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].
Publisher
Association for Computing Machinery
New York, NY, United States
Publication History
Published: 29 August 2023
Check for updates
Author Tags
Qualifiers
- Research-article
- Research
- Refereed limited
Conference
ICDEL 2023
ICDEL 2023: 2023 the 8th International Conference on Distance Education and Learning
June 9 - 12, 2023
Beijing, China
Contributors
Other Metrics
Bibliometrics & Citations
Bibliometrics
Article Metrics
- 0Total Citations
- 38Total Downloads
- Downloads (Last 12 months)24
- Downloads (Last 6 weeks)5
Reflects downloads up to 09 Jan 2025
Other Metrics
Citations
View Options
Login options
Check if you have access through your login credentials or your institution to get full access on this article.
Sign inFull Access
View options
View or Download as a PDF file.
PDFeReader
View online with eReader.
eReaderHTML Format
View this article in HTML Format.
HTML Format