EFFECTIVENESS ON TRAINING METHOD USING VIRTUAL REALITY AND AUGMENTED REALITY APPLICATIONS IN AUTOMOBILE ENGINE ASSEMBLY

Authors

  • Lai Lai Win Department of Mechanical Engineering, Government Technical High School (Loikaw), 09011 Loikaw, Myanmar
  • Faieza Abdul Aziz Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, 43400 Serdang, Malaysia
  • Abdul Aziz Hairuddin Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, 43400 Serdang, Malaysia
  • Lili Nurliyana Abdullah Department of Multimedia, Faculty of Computer Science, and Information Technology, Universiti Putra Malaysia, 43400 Serdang, Malaysia
  • Hwa Jen Yap Department of Mechanical Engineering, Faculty of Engineering, University of Malaya, 50603 Kuala Lumpur, Malaysia
  • Hideo Saito Department of Information and Computer Science, Keio University, 3-14-1 Hiyoshi Kohoku-Ku Yokohama, Japan
  • Norhisham Seyajah Department of Engineering Technology, University Kuala Lumpur, Malaysia Italy Design Institute (UNiKL MIDI), 56100 Wilayah Persekutuan Kuala Lumpur, Malaysia

DOI:

https://doi.org/10.11113/aej.v12.18009

Keywords:

Medium Interaction, Training, Virtual Reality, Augmented Reality, Automobile Engine Assembly

Abstract

Training and education have become increasingly crucial in obtaining new skills in a variety of fields, especially in assembly and disassembly operations. The main issue in mechanical engineering, particularly in the assembly department, was that automobile engine components assembly was found to be complicated and challenging to assemble using an existing method, where they only rely on a video-based method. The purpose of this paper is to create interactive Virtual Reality (VR) and Augmented Reality (AR) applications that allow users to efficiently assist and complete the assembly tasks. In this work, the authors designed and developed a fully immersive VR application using an HTC Vive headset and two AR applications (marker-less AR application and marker-based AR application) using EPSON MOVERIO BT-300 (AR Smart Glasses). Fourteen engineering students from Universiti Putra Malaysia were selected for the experiment. They were divided into four groups: video-based group, VR-based group, marker-less AR group, and marker-based AR group. They are required to complete all four experiments (video-based experiment, VR-based experiment, marker-less AR experiment, and marker-based AR experiment). The results showed that the marker-less AR application is the best impressive method (37% better), the VR application is the second impressive method (23% better) followed by the marker-based AR application is the third impressive method (3% better) compared to the existing video-based guideline. Therefore, the students favored AR and VR applications rather than the existing method to be used in automobile engine assembly tasks.

Author Biographies

Lai Lai Win, Department of Mechanical Engineering, Government Technical High School (Loikaw), 09011 Loikaw, Myanmar

Department of Mechanical Engineering, Government Technical High School (Loikaw), 09011 Loikaw, Myanmar

Faieza Abdul Aziz, Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, 43400 Serdang, Malaysia

Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, Serdang, Malaysia,

Abdul Aziz Hairuddin, Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, 43400 Serdang, Malaysia

Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, Serdang, Malaysia,

Lili Nurliyana Abdullah, Department of Multimedia, Faculty of Computer Science, and Information Technology, Universiti Putra Malaysia, 43400 Serdang, Malaysia

Department of Multimedia, Faculty of Computer Science, and Information Technology, Universiti Putra Malaysia, Serdang, Malaysia

Hwa Jen Yap, Department of Mechanical Engineering, Faculty of Engineering, University of Malaya, 50603 Kuala Lumpur, Malaysia

Department of Mechanical Engineering, Faculty of Engineering, University of Malaya, Kuala Lumpur, Malaysia

Hideo Saito, Department of Information and Computer Science, Keio University, 3-14-1 Hiyoshi Kohoku-Ku Yokohama, Japan

Department of Information and Computer Science, Keio University, Hiyoshi Kohoku-Ku Yokohama, Japan

Norhisham Seyajah, Department of Engineering Technology, University Kuala Lumpur, Malaysia Italy Design Institute (UNiKL MIDI), 56100 Wilayah Persekutuan Kuala Lumpur, Malaysia

Department of Engineering Technology, University Kuala Lumpur, Malaysia Italy Design Institute (UNiKL MIDI), Wilayah Persekutuan Kuala Lumpur, Malaysia

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Published

2022-11-29

How to Cite

Win, L. L., Abdul Aziz, F., Hairuddin, A. A., Abdullah, . L. N., Yap, . H. J., Saito, H., & Seyajah, N. (2022). EFFECTIVENESS ON TRAINING METHOD USING VIRTUAL REALITY AND AUGMENTED REALITY APPLICATIONS IN AUTOMOBILE ENGINE ASSEMBLY. ASEAN Engineering Journal, 12(4), 83-88. https://doi.org/10.11113/aej.v12.18009

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