Project name: iClassVAR
Project Manager: Dominque Stone
Project purpose statement: to reform the current method of content delivery in online classes for CMU Industrial Engineering to include virtual reality to
Project Objective: To design virtual machine shops, lab simulations and to create an accurate depiction and immersive creation of 3D models using Unity3D and XR Interaction Tool specific to the course outline in practical courses for CMU Industrial Engineering Students to be used in place of the tutorial(demonstration) & lab sessions while classes are online.
Background: Since the onset of the COVID-19 pandemic, and the resulting response from universities, engineering students find themselves in an unprecedented situation. Engineering students have always relied on the practical, hands-on delivery of lessons and most importantly apprenticeships at Engineering companies.
For CMU Industrial Engineering students, the covid-19 pandemic came at the most convenient time, just as they were completing their Industry Awareness Sessions (Internship at engineering companies to gain practical experiences). CMU Industrial engineering students were forced online to be stuck behind their computer screens bombarded by endless presentations that failed to convert to or in the slightest way compared to the usual lab or workshop sessions.
Education for engineering is predominantly descriptive and complex. The application of virtual reality to such teaching has great prospects for changing the dynamic of online learning. The recognised technique in engineering education is the use of laboratory demonstrations to enhance the students’ practical knowledge. Laboratories are designed to improve the student ability to investigate and solve engineering problems with appropriate levels of independent thought and creativity; and also to demonstrate suitable levels of reporting technical information.
The Engineering industry relies on distinctive skills to innovate and compete. Thus, it is essential for educational institutions to prepare for emerging technology in both infrastructures and policies. The presented work shows that virtual reality technology can considerably improve the productivity of teaching and training by allowing engineers to apply theoretical knowledge to real industrial problems. In addition, it develops creativity and innovation, communication, problem-solving, team-working and business skills.
Project Scope: The iClass VAR project will provide a 3D interactive virtual reality visualisation system for CMU Industrial Engineering students for practical experience of real industrial environments to transform online learning during the pandemic.
The project will provide VR gear to all students enrolled in CMU Industrial Systems program, expenses for the software license will be subsidized by the government and the cost of VR goggles will be covered by CMU and rented to students who will pay a maintenance fee to be included in tuition. The software needed to run the program (Unity 3D) will be outsourced from Unity Technology. The iClass VAR project will use the existing program from Unity Technologies to create the workshops, lap simulations and 3D objects that fulfil the course objectives of the Industrial Systems program.
Deliverables:
- Acquire software license from Unity Technology
- Liaise with the Faculty of Engineering and Applied Technology to develop program requirements based on course outlines
- Create, send and receive student questionnaires to get feedback from students on their pain points from online learning and the intervention they would like to experience from virtual reality.
- Acquire VR gear
- Create a video tutorial for use of program/ workshop including code of conduct while using iClassVAR
- Create timeout feature after an hour of use in VR goggles to prevent eye-strain
Governance
Project Manager – Dominque Stone
- Manages and reviews the progress of the project to ensure implementation of the system is on time and within the budget
- In charge of distribution of project resources
- Identify team members and constructs a project team as required for the execution of the project plan
- Review and approve the services that are provided by the completed project
- Meets with team members to regularly review issues and monitor progress.
Project Analyst – Alex Berry
- Assess the systems of current VR online learning platforms
- Develops the models of the system and maintains them
- Participates in the testing of the implemented system
Technology Support – Timothy Minott
- Establishes the support technology standards for the program and assist team members in its use
- Ensure that the program environment is operational throughout the duration of the project
- Maintain the target environment for possible new applications
Application Developer / Quality Control – Miguel Mullings
- Design the program from a user perspective including the human factors, externals, course materials and the usability of the application
- Designing of the application software components so as to fulfil the project objectives
- Development of the prototype of the application and testing of the application
- Supports the Project Analyst in the documentation of the program
Budget
| Resources | Units | Cost (USD) |
| Oculus Quest | 240 | $120,000 –
($500@1) |
| Laptops | 200 | $300,000 – $150,000
($1,500 – $750@1) |
| Maintenance | $30,000 | |
| Total | $450,000 – $300,000 |
Constrains, Risks, Assumptions, Dependences
Constraints and Risks
- The biggest project risk is related to the completion date since the report deadline is the end of the term.
- The effects of VR on the eyes: -Research illustrates that wearing VR headsets can cause eye strain, discomfort in the eyes, eye fatigue and even blurred vision. Because a person blinks less when using a device with a digital screen than normal.
Assumptions
- Virtual reality is too expensive for most people. Considerably, a great number of commercially-available virtual and or augmented reality equipment is excessively expensive for all except most committed departments and requires a high-spec PC to run – an extra cost. Not so with Class VR headsets. This is an all-in-one design, gesture control, and browser-based management portal that carries affordable AR and VR within the arrival of any institution.
- The VR software will be in complete working order before release to customers.
- All fees and expenses for VR hardware will be taken from school tuition.
- All Hardware will be provided to students for temporary use.
- VR will only be used for practical subjects.