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Open Science in Engineering: Proceedings of the 20th International Conference on Remote Engineering and Virtual Instrumentation (Lecture Notes in Networks and Systems, 763)

معرفی کتاب «Open Science in Engineering: Proceedings of the 20th International Conference on Remote Engineering and Virtual Instrumentation (Lecture Notes in Networks and Systems, 763)» نوشتهٔ Michael E. Auer (editor), Reinhard Langmann (editor), Thrasyvoulos Tsiatsos (editor)، منتشرشده توسط نشر Springer Nature Switzerland AG در سال 2024. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Preface Organization Contents Virtual and Remote Laboratories Remote Laboratory for Experiential Learning 1 Introduction 2 Teaching Learning Process: An Experience 3 Remote Laboratory System: A beginning 4 Conclusion References Once the Child Has Fallen into the Well, It is Usually Too Late Using Content Analysis to Evaluate Instructional Laboratory Manuals and Practices 1 Introduction 1.1 Objective of This Contribution 1.2 Project Context 2 Method: Category-Based Content Analysis 3 Results 3.1 Deductive Content Analysis by Applying Existing Category-Systems 3.2 Inductive Content Analysis to Investigate Additional ILOs 4 Discussion and Methodical Reflection 5 Conclusion and Outlook References A 360º Overview of the VISIR Remote Laboratory in a Handbook 1 Motivation and Background 2 The VISIR Handbook 2.1 Part I. VISIR Remote Lab Description 2.2 Part II – Teaching with VISIR 2.3 Research and Reflections on VISIR 3 Conclusion References Tracking User Behaviour Within an Educational Tool Supporting Scientific Experiments 1 Introduction 2 State of the Art 3 Navigation Profiles Identified 4 The Tracking System 4.1 RIALE Approach and Timeline 4.2 Tracking Data Model 5 Tool Validation 5.1 Data Gathering 5.2 Data Analysis 6 Conclusions and Future Work References Automatic Assessment Using VISIR-DB 1 Introduction 2 Evaluation Context 3 VISIR-DB Setup 3.1 Observation Items Definition 4 Students’ Performance Analysis 4.1 Automatic Assessment 5 Conclusions References Tracking and Traceability Technologies: Implementation in the SEPT Learning Factory 1 Introduction 2 Review of Traceability Technologies 2.1 1D Barcodes and Readers 2.2 2D Barcode Readers 2.3 Image-Base Barcode Readers 2.4 RFID Technologies, Standards and Applications 2.5 Real-Time Locating Systems 2.6 RFID and RTLS Technology Applications 2.7 RFID Interfacing and Software 2.8 UHF RFID Tags 3 Traceability and Tracking Technologies Implemented in the SEPT LF 3.1 Linear Barcode Readers and PLCs 3.2 Image-Based Barcode Reader 3.3 QR Code Readers 3.4 RFID in the SEPT LF 3.5 RTLS Technology 3.6 Laser Marker System 3.7 3D Cameras 3.8 NFC Technology 4 IoT Technology for Traceability 5 Traceability System 6 Summary References Remote Hub Lab – RHL: Broadly Accessible Technologies for Education and Telehealth 1 Introduction 2 Relia 2.1 Overview 2.2 Design 3 Wound-Mate Telehealth System 3.1 Overview 3.2 Design 4 RHL-Butterfly 4.1 Overview 4.2 Design 5 RHL-Beadle 5.1 Overview 5.2 Curriculum 6 Conclusion References Effectiveness of Using Remote Laboratory in Promoting Simulation and Verification Tools 1 Introduction 2 Background 3 Evaluate FPGA with Breadboard 4 Future Works 5 Conclusion References An Extendable Microservice Architecture for Remotely Coupled Online Laboratories 1 Introduction 2 State of the Art 2.1 Existing Architectures 2.2 Microservices 2.3 API Paradigms 2.4 API Modelling Languages + API-First-Design 3 Architectural Challenges 4 High-Level Software Architecture 4.1 Structural Description 4.2 Project Organisation 5 Fine Level Software Architecture 5.1 Authentication Service 5.2 Device Service 5.3 Experiment Service 5.4 Booking Service 5.5 Federation 6 Takeaways and Future Work References Blockchain Utilization in Cyber-Physical Laboratories for Engineering Education 4.0 1 Introduction 2 Blockchain Technology 3 Blockchain in Education 4 Integration of Blockchain and Cyber-Physical Systems 5 Blockchain-Based Cyber-Physical Laboratory 6 Results and Discussion 7 Conclusions References Privacy Considerations in Online Laboratories Management Systems 1 Introduction 2 General Data Privacy Regulation for Educational Institutions 3 GDPR in E-Learning Systems 3.1 Data Protection by Design vs Data Protection by Default 3.2 Synchronous Learning Method 3.3 Asynchronous Learning Method 3.4 Learning Management Systems 3.5 Online Laboratory Management Systems and IEEE Privacy Standards 4 Conclusions and Future Work References Virtual Physics Lab Simulation Using Unity2D: Light Diffraction Experiment 1 Introduction 2 Unity as a Development Technology 2.1 Unity 3 Approach to Simulation 3.1 Background 3.2 Apparatuses Utilized 3.3 Theoretical Facts 3.4 Diffraction 3.5 Interference 4 Proposed Solution 4.1 Game Flow 4.2 Game Introduction 4.3 Instructions Screen 4.4 Welcome Screen 4.5 Game Overview 4.6 Pick Apparatus or Pick Result Screens 4.7 Experiment Apparatus Overview Screen 4.8 Experiment Images from Different Angles Screen 4.9 Experiment Video and Animation Screen 4.10 Measure Maxima Screen 4.11 Calculate gg Screen 4.12 Values and Error Analysis Screen 4.13 Multiple Choice Questions Screen 4.14 End Screen 5 Conclusions References VISIR Remote Lab: Identifying Limitations and Improvement Ideas 1 Introduction 2 VISIR Remote Laboratory 2.1 A General Overview 2.2 VISIR Present Development Stage 3 Identified Limitations 4 Suggested Improvement Guidelines 4.1 Instruments and Computer 4.2 Relay Matrix 4.3 Servers’ Software 4.4 Client Interface 5 Conclusions References Pedagogical Provisions of Students’ Creativity Development by Means of SmartLabs 1 Introduction 2 Research Results 3 Conclusions References Remote Engineering Lab for Teaching Computer Systems Engineering: Evaluation and Impact 1 Introduction 2 Methods 3 Results and Discussions 4 Conclusions References ARM Distributed and Scalable Remote Laboratory for Texas Instruments Launchpad Boards 1 Introduction 2 Background 2.1 Remote Laboratories 2.2 ARM Remote Laboratories 2.3 ARM Remote Laboratories in LabsLand 3 Results 3.1 Overall Design 3.2 Deployments 4 Conclusions References Supporting Students in Assembler-Level Programming of Processors for Embedded Applications 1 Introduction 2 The Context for Teaching and Learning of Embedded Applications Using Assembly Code Programming 3 At-Presence (Local) Teaching and Learning 4 Remote (Online) Teaching and Learning 5 Concept for a Remote Laboratory 6 Conclusions and Future Work References Development of a Prototype Based on a Reference Architecture for Creating Digital Twins of Remote Laboratories 1 Introduction 2 Materials and Methods 3 Results 3.1 Results Regarding the Design of the VR Learning Environment 3.2 Results Regarding the Development of the DT in Progress 4 Conclusion References Remote Laboratories E-Lab FSBM: Architecture and Implementation of New Experiments 1 Introduction 2 Architecture of Remote Laboratories: E-Lab FSBM 2.1 Platform Architecture 2.2 Registration System 2.3 Interaction System 2.4 Collaboration System 2.5 Supervision and Control System 2.6 Evaluation System 2.7 Data Storage System 3 Implementation of Remote Laboratory: ‘E-Lab FSBM’ 4 Conclusions and Future Works References A DIY Approach Towards Remote Labs in Photonics Education 1 Introduction 2 Requirement Analysis 2.1 Remote Labs in Photonics Education 2.2 Open Virtualization for Remote Labs 2.3 Learning with Virtual Photonics Labs 3 Implementation 3.1 Hardware 3.2 Software 3.3 XR Endpoints 4 Application 5 Conclusion and Future Work References Designing a Photonics Virtual Laboratory (ePhos) 1 Introduction 2 Design of ePhos 2.1 Objectives 2.2 Target Group 2.3 Main Components 3 First Steps of Implementation 3.1 Community of Practice 3.2 Mobile Laboratory 4 Conclusions and Future Work References RHLab Scalable Software Defined Radio (SDR) Remote Laboratory 1 Introduction 2 Background 2.1 Software-Defined Radio Labs 2.2 Remote Laboratories 2.3 SDR Remote Laboratories 3 System Design 3.1 Overall Design 3.2 Hardware Setup 4 Results 4.1 Web Version 4.2 SDR Isolation 5 Future Work 6 Conclusions References Remote Laboratory for the Development of Customized Low-Power Computing and IoT Systems 1 Introduction 1.1 Context 1.2 Approach 2 The RemoCLEC Remote Laboratory 2.1 The WebLabPRO Architecture 2.2 RemoCLEC Design 3 Deployment and Validation 4 Conclusion and Future Work References LabsLand Electronics Laboratory: Distributed, Scalable and Reliable Remote Laboratory for Teaching Electronics 1 Introduction 2 Background 2.1 VISIR Remote Laboratory 2.2 Usage of VISIR in LabsLand 3 System Design 4 Results 5 Conclusions References Vicilogic: Linking Online Learning, Assessment and Prototyping with Remote FPGA Hardware 1 Introduction 2 Vicilogic Platform Architecture and Functionality 3 FPGA-Based Data and Pixel Processor Design Architecture 4 HDLGen HDL Design and EDA Project Capture Application 5 Extended RISC-V Assembly Program IDE 6 Conclusions and Future Work References Uniting Knowledge and Application in a Hybrid Laboratory Experiment in Virtual Reality – A Cross-Reality Laboratory with Applications of Artificial Intelligence for Industry 4.0 1 Introduction 2 Background 2.1 Organizational Background 2.2 Liquid-Liquid Extraction 2.3 VR-Labs 2.4 Artificial Intelligence 2.5 Instructional Background 3 Methods 3.1 Digital Twin in Virtual Reality 3.2 AI in Google Collabs 4 Results 4.1 Virtual Reality 4.2 Coding in Google Colabs 5 Summary and Outlook References Remote Experimentation in Rural Schools: The R3 Project 1 Motivation 2 R3 Project: Rural, Remote and Real 3 R3 Project Results 3.1 Schools and Teachers 3.2 Academic Results 3.3 Satisfaction of Teachers and Students 4 Conclusions References Virtual Mini-lab Concept for Concrete Fastenings in Structural Engineering Education 1 Introduction 1.1 Background Concept 1.2 Virtual Minlabs 1.3 Short-Paper Overview 2 Basics of Fastening Technology 3 Teaching and Learning Activities Under Real-Life Laboratory Conditions 3.1 Laboratory Requirements for Fastening Technology 3.2 Outline of Implications for Structural Engineering Labs in Education 4 Methodological Instrument for the Virtual Laboratory 4.1 Finite Element Method 5 Discussion and Future Steps References Work-In-Progress: Development of a Remote Laboratory for Teaching Design of Experiment Concepts 1 Introduction 2 Design of the Remote Laboratory - Design of Experiment (DoE) 2.1 Initial Situation 2.2 Technical Design 2.3 Didactical Implementation 3 Preparation Evaluation Design 4 Conclusion References Developing a Remote Teaching Approach for Practical Training of Vocational Students 1 Introduction 1.1 Remote Experimentation as a Special Type of Remote Teaching 1.2 Building a Community of Learners in Remote Teaching 2 The Hands-On Remote Project 2.1 Needs Assessment 2.2 Hands-On Remote Teaching Modules 3 Evaluation Methods and Results 4 Discussion 5 Conclusions References Work in Progress: A Booking System for Remote Laboratories - The EXPLORE Energy Digital Academy (EEDA) Case Study 1 Introduction 2 Overview of the Book4RLab System 2.1 Architecture of the Booking System 2.2 The Validation REST API 3 The EEDA Case Study 3.1 Overview of the EEDA 3.2 The EEDA Remote Labs 4 Results and Discussion 5 Conclusion References A Platform for Remote Laboratories in Applied Physics 1 Introduction 2 Contributions 3 The Ideal Remote Lab 4 Architecture of the RLs Platform 4.1 Material Architecture 4.2 Software Architecture 5 Remote Actions 5.1 Remote Wiring 5.2 Remote Moving and Control Instruments 5.3 Securing Experiments 6 Conclusions and Perspectives References Virtual, Augmented and Mixed Reality Interactive Multi-tiered Poster for Presenting an Educational Program in Intelligent Robotics 1 Introduction 2 The Framework 3 Multi-tiered Interaction 4 The Poster 4.1 The Printed Information Tier 4.2 Digital Media Tier 4.3 Augmented Reality Tier 4.4 Hands-On Experimentation 4.5 Poster Presentations 5 Conclusion References Teaching the Myth of Theseus Through a Video Game, to Primary School Students 1 Introduction 2 The Advantages of Video Games in Education 3 The Development of the Game 3.1 Development Tools 4 Actual Outcomes and Formal Evaluation 5 Conclusions and Future Research References Exploring the Use of Low-Cost Immersive Technologies in e-MOOCs Communities 1 Introduction 2 State-of-the-Art 2.1 MOOC Platforms 2.2 Immersive Technologies 2.3 Psycho-Emotional Aspects in the Teaching-Learning Process 3 Enhanced-MOOC: An Evolutionary Proposal 4 Methodological Description of an Impact Study on the Integration of Low-Cost Immersive Technologies 5 Results and Discussion 5.1 Integrating Low-Cost Immersive Technologies 5.2 Results Obtained After the Application of Immersive Technologies in the Teaching-Learning Process 6 Conclusions and Future Work References Integrated Blended Learning Approach for PLC Training in Industry 4.0 with Web-Based and VR Experiences 1 Introduction 2 Related Work 3 Concept 4 Implementation 5 Pilot Workshops and User Feedback 6 Conclusion and Outlook References Virtual Reality-Based Learning Environments for Teachers’ Training 1 Introduction 2 Context 3 The VIRTUOUS Project 3.1 Literature Review 3.2 The VIRTUOUS Training Curriculum 3.3 The VIRTUOUS VR Scenarios 4 Conclusions References The Use of Remote Laboratories for Teaching Concepts of Energy Conversion Systems 1 Context 2 Status, Challenges and Trends in the Online Education 3 Bloom's Taxonomy 4 Remote Didactical Laboratories 4.1 Remote Laboratory 01: Refrigeration/air Conditioning 4.2 Remote Laboratory 02: Fuel Cell System 4.3 Teaching Methods 4.4 Bloom’s Taxonomy Perspective 5 Conclusions References Modular Toolbox for Low-Code Development of Individual Augmented Reality Applications in Unity 1 Introduction 2 State of the Art and Related Work 3 Methodology 4 Modular Toolbox for Low-Code AR Development 4.1 Guideline to Instruct the Development 4.2 Templates 4.3 Functional Building Blocks 4.4 Utilities 5 Evaluation 6 Conclusion References Augmented Reality Image Correlation App: Algorithms and Synthetic Verification 1 Introduction 2 State of the Art 3 Framework and Algorithms 3.1 Framework of the Mobile Application 3.2 Tracking Marker 3.3 Algorithms for the Tracking, Identification and Placement of Ellipses 4 Synthetic Testing of the Algorithms 4.1 Resolution 4.2 Position-Offset 4.3 Tracking Marker Size 4.4 Stretch 5 Conclusion and Outlook A Horizontal Marker Position Analysis - Hollow Marker B Vertical Marker Distance Analysis References Tech Education Metaverse: Immersive Learning for E-Mobility Applications 1 Introduction 2 VR Immersive Learning: State-of-the-Art 2.1 Extended Capabilities of VR Solutions 2.2 The Increasing Phenomena of the metaverse 3 Immersive Learning Applied to E-Mobility Solutions 3.1 Creating an Immersive Virtual Environment 3.2 Bringing Real Elements to Virtualization 3.3 Building the Tech-Education metaverse 4 Conclusions 4.1 Target and Fulfilled Objectives 5 Future Steps References Ultra-concurrent Remote Laboratory for Microfluidic Applications 1 Introduction 2 Teaching and Challenges 2.1 Status Quo 2.2 Education in Laboratories 3 Design of Laboratory Experiment 3.1 Pedagogical Design - Learning Outcomes 3.2 Pedagogical Design - Teaching Learning Activities 3.3 Pedagogical Design - Learning Outcomes Monitoring 3.4 Technical Implementation 4 Results 5 Conclusion References Methodology for Real-Time Sensor Measurement Based Augmented Reality Laboratory Experiment in a Wind Tunnel 1 Introduction 2 Instructional Design 2.1 Basics 2.2 Status Quo 3 Technical Methodology 4 Results 4.1 CFD Calculations 4.2 Sensor Coupling 4.3 AR Application 4.4 Instructional Design 5 Discussion and Outlook References Utilizing Augmented Reality and Mobile Devices to Support Robotics Lessons 1 Introduction 2 Related Work 2.1 Smart Education 2.2 Mobile Learning 2.3 Augmented Reality Learning 2.4 Augmented Reality in Robotics 3 Present Study 3.1 Purpose of the Study 3.2 Methodology 4 Results 4.1 Interviews 4.2 Observation 5 Discussion and Conclusions References Collaborative Writing Project in Virtual Environment: A Case Study 1 Introduction 1.1 Importance of Collaborative Writing 1.2 Context of the Study 1.3 Purpose of the Study 2 Related Research 2.1 Collaborative Learning 2.2 Mobile Assisted Language Learning 3 Approach 4 Results and Discussion 4.1 Experience of Learners in Virtual Learning Environment 4.2 Challenges Faced by the Learners 5 Conclusion References Towards Research Gaps in Collaborative Virtual Reality Environments for Education: A Literature Review 1 Introduction 2 Related Work 3 Method 4 Results of the Systematic Literature Review 5 Discussion and Research Gaps 5.1 Technological Adjustments 5.2 Evaluation Methods and Experimental Setups 6 Conclusion References Work-in-Progress: A Study on the Problems of Engineering Students Designing Gearboxes and VR as a Possible Solution 1 Introduction 2 Initial Situation 3 Results and Discussion 3.1 Verification of Problems 3.2 Acceptance of a VR Solution 3.3 Conclusion 4 Summary and Outlook References Gamified Augmented Reality Educational Applications 1 Personal Information 2 Introduction and Motivation 3 Background 3.1 Augmented Reality 3.2 Gamification 3.3 AR and Gamification in Education 4 Goals and Results 4.1 Statement of Thesis 4.2 Research Goals and Methods 4.3 Dissertation Status 5 Expected Contributions References Exploring Acceptance and Diffusion of Remote Assistance Applications Using Augmented Reality Through Use Cases on Plumbing Services 1 Introduction and Motivation 2 Research Context 2.1 Innovation Diffusion 2.2 Acceptance 2.3 Craft Research 2.4 Augmented Reality (AR) 3 Methodology 4 Use Case Description and Conducting Study 4.1 Use Case Description 4.2 Interviews 5 Results 6 Conclusion and Outlook References Industry 4.0 Poster: An Open Modular Approach for the Design and Verification of the Electric Vehicles 1 Introduction 2 The Approach of the Modular Electric Vehicle Platform as a Basis for the Digital Twins Concept 3 Verification and Validation Approach 3.1 Verification and Validation Workflow 4 Conclusions References Cybersecurity Education for SMEs 1 Introduction 2 The Contribution of the InCyT project 2.1 The InCyT Competence Framework 2.2 The InCyT Training Program 2.3 Improved Training by Means of Interdisciplinary Approach and Mentoring 3 Conclusions References Virtual Mining Enterprise in Training Specialists for Management of the Production Process of Underground Mining of Iron Ore Deposits 1 Introduction 2 The Task of the Operation of the Iron Ore Mining Enterprise and the Connection of Its Solution with the Management of the Production Process 2.1 The Main Task of the Work of an Iron Ore Mining Enterprise and the Connection of Its Solution with the Management of the Production Process 2.2 The Specifics of the Conditions for the Implementation of Iron Ore Mining Production and Their Impact on the Nature of Management Decisions 2.3 Methodological Bases for the Development of the Information System “Virtual Iron Ore Mining Enterprise” 2.4 Conclusions References Enhancing the Professional Competences of Vocational Teachers for Digital Teaching and Learning: Tasks and Challenges for Systematic School Developmental Processes 1 Introduction 2 Enlarging Perspectives on School Development 3 Autonomy of Schools as Prerequisite and Challenge 4 Enhancing Digital Competences 5 Conclusion References Work in Progress – Did You Check It? Checklist for Redesigning a Laboratory Experiment in Engineering Education Addressing Competencies of Learning and Working 4.0 1 Basics 1.1 Laboratory Education 1.2 Joint-Project CrossLab 1.3 Industry 4.0 2 Method 3 Results 3.1 ILO 14: To Develop Personality 3.2 ILO 15: To Improve One’s Style of Learning and Working Mindset 3.3 ILO 16: To Develop Critical Thinking and Acting Sustainably 3.4 ILO 17: To Think Out of the Box (Overview Over Larger Context, Scientific Inquiry) 3.5 ILO 18: To Develop Self-directed Learning Skills 3.6 ILO 19: To Work with Cyber-Physical Systems (CPS) 3.7 ILO 20: To Organize and Manage Data with New Methods 4 Conclusion and Outlook References Implementation of Virtual Reality in Industrial Automation for Educational Purposes 1 Introduction 1.1 Motivation 1.2 Industry 4.0 and Internet of Things 1.3 Digital Twins 1.4 Virtual Reality 2 Required Hardware 2.1 PLC 2.2 Visualization 3 The Concept of the Practical Part of the Work 3.1 Workstation Layout 3.2 Appearance of the Practical Part of the Work 4 Creating an Environment in Virtual Reality 4.1 Modeling of Desired Virtual Machines 4.2 Assigning Functions to Objects 5 Preparing a Script in Unity Pro XL to Address Variables 5.1 Working Memory of PLC Device 5.2 Linking Physical and Virtual Variables 6 Achieving Communication 6.1 C# - Library for Modbus TCP Communication 6.2 Using C# to Connect Variables Between VR and PLC 7 Concept Testing 8 Summary and Conclusion References Industrial Knowledge Transfer from Germany to Morocco: The Competence Center on Automation 1 Introduction 2 Technology Transfer and Trainings 2.1 Train-the-Trainer 2.2 Student Projects and Digital Internships 2.3 PLCnext Trainings for Professionals 3 Conclusion Artificial Intelligence Poster: Predictive Model for the Clustering of Academic Achievement for Bachelor of Business Administration Students by Majority Voting Technique 1 Introduction 2 Materials and Methods 2.1 Population and Sample 2.2 Research Tools 2.3 Analysis and Model Selection 3 Results 3.1 Optimal Clustering Outcomes 3.2 The Efficient Model 4 Discussion 5 Conclusion References Automatic Generation of Training Data for AI Object Detection in Terms of Technical Drawings in Engineering 1 Introduction 2 Approach 3 Results and Discussion 4 Conclusion References Attention U-Net for Semantic Segmentation of Moroccan Coastal Upwelling in SST Images 1 Introduction 2 Study Area and Data Preparation 3 Methods 3.1 U-Net Architecture 3.2 Deep Learning Model Based on Attention 4 Experiments and Results 4.1 Experimental Setup 4.2 Experimental Results 5 Conclusion References Work-in-Progress: Deep Learning Classification Models for Infant Cry Diagnostic 1 Introduction 2 Related Works 2.1 Infant Cry Units Detection 2.2 Deep Learning Models 3 Proposed Models 3.1 Dataset 3.2 Models Implementation 3.3 Quantitative Results 4 Conclusions References Applications and Experiences Remote Real-Time Research Platform for Control Engineering 1 Introduction 2 Infrastructure 3 Communication and Security Aspects 4 Interactive Tools 4.1 Remote Programming and Code Sharing 4.2 Remote Monitoring and Data Acquisition 5 Results 6 Conclusion References University Education Adapts to Industry 4.0 Topic 1 Approach 2 Control of Electrical Devices in a Virtualized 3D House 2.1 Context 2.2 Solution Selected 2.3 Development and Results 3 A Control of a Polymer Token Manufacturing Process 3.1 Context 3.2 Solution Selected 3.3 Development and Results 4 ROS Implementation on Raspberry Pi 4.1 Context 4.2 Solution Selected 4.3 Development and Results 5 A Conception of a Solution for the Control of a Robotic Cell 5.1 Context 5.2 Solution Selected 5.3 Development and Results 6 Conclusion References Virtual Mobility for All with the FPGA Vision Open Online Course 1 Introduction 2 Motivation 3 Approach and Course Development 3.1 First Approach 3.2 Evaluation of the Course Prototype 3.3 Revised Approach 4 Overall Review and Lessons Learned 4.1 Participants 4.2 Advertisement 4.3 Enrollment 4.4 Course Structure 4.5 Chances for the Future References Use of Xilinx FPGA Remote Laboratories in the Teaching of Digital Electronics at UCLM 1 Introduction 2 Background 2.1 Remote Laboratories 2.2 FPGA Remote Laboratories 2.3 FPGA Remote Laboratories in LabsLand 3 FPGA Remote Laboratories at UCLM 3.1 Overall Design 4 Results 5 Conclusions and Future Work References Lactate Optical Detection Setup Used for Preventive Care 1 Introduction 2 Electrochemical System Description 3 Spectrometric Setup Description 4 Software Description 5 Special Electrode Setup 6 Conclusion References Concept to Manage and Grade Python Programming Assignments in Large Cohorts 1 Introduction 1.1 Purpose 1.2 Goal 2 Concept 2.1 Learning Content 2.2 Jupyter Notebook 2.3 JupyterHub 2.4 Nbgrader 3 Outcomes 4 Feedback and Grades in the Learning Management System 5 User Experience and Acceptance 6 Summary References Development of a Remote Experiment for Practical Work in Physics at the University: The Case of Elastic Pendulum 1 Introduction 2 Description of the Experiment 3 Experimentation 3.1 Mechanical Part 3.2 Electronical Part 3.3 The User Interface 3.4 The Scenario of the Experiment 4 Conclusion References Markers for the Support of Clinical Tele-Assessment: The Case of Autism Spectrum Disorders 1 Introduction 2 Material and Methods 3 Results 4 Discussion 5 Conclusions References The Gamified Educational Network Learning Management System for Medical Education 1 Introduction 2 The GEN LMS: Technical Details 3 Completed GEN LMS Applications 3.1 Age Friendly Cultural Competencies 3.2 Microtomy Training 3.3 Intraosseous (IO) Infusion Training 4 GEN LMS Applications Under Development 4.1 “Breast Practices” Micro-credential Course 4.2 Myers-Briggs Type Indicator: Customized Learning Experience 5 Conclusions References A Reconfigurable Strategy for Internet-of-Things for Smart Buildings 1 Introduction 2 Related Work 2.1 Smart Buildings 2.2 Prediction Mechanisms 2.3 Anomaly Detection Mechanisms 2.4 Anomaly Similarity 3 Paradigms of the Proposed Reconfigurable IoT 3.1 Predictions and Anomaly 3.2 Phases of Anomaly Events 3.3 Static Configuration vs. Dynamic Configuration 4 Implementation and Results 4.1 Data and Simulation Environment 4.2 Simulation Results for Different Time Gap Schemes 4.3 Impact on the Matching Number of Anomalies Detected 4.4 Prove the Real-Time Worthiness 5 Conclusions References Brief History of REMLABNET 1 Introduction 2 Purpose or Goal 3 Methods 4 Actual or Anticipated Outcomes 5 Conclusion References Teachers’ Expectations of Learning Analytics from a Value-Based Perspective 1 Introduction 2 Related Work 2.1 Ethics and Values 3 Methodology 3.1 Research Approach 3.2 Research Strategy 3.3 Data Collection 3.4 Participants 3.5 Implementation 3.6 Data Analysis 4 Results 5 Analysis and Discussion 6 Conclusion and Future Research References Work in Progress: Hybrid Mechatronic System for Measuring Aero-bathymetric Data 1 Introduction 2 Problem Formulation 3 Problem-Solving 3.1 Description of the Hybrid Mechatronic System for Measuring Aero-bathymetric Data 3.2 Data Collection Procedure 3.3 Data Processing and Estimation of Results 4 Conclusions References SUGAPAS Observatory – A Gamified Way to Get and Present Health Analytics 1 Introduction 2 About the SUGAPAS Ecosystem 2.1 The Serious Game Battle4Health 2.2 The Health and Wellness Observatory 2.3 The Database 3 Evaluation 3.1 Procedure 3.2 Results 4 Conclusions References The Integration of Software Defined Network in Mobile Edge Computing for Task Offloading and Resource Allocation of IoT Applications 1 Introduction 2 Mobile Edge Computing: History and Background 3 Software Defined Networking (SDN): Overview and Architecture 3.1 Overview 3.2 General Architecture 4 MEC SDN Integration Benefits 5 Works Analysis 6 Future Research Perspectives 7 Conclusion References Work-in-Progress: Remote Learning and Online Experimentation for Large Cohorts 1 Introduction 2 Context 2.1 Teaching Large Cohorts 2.2 Need for Virtual and Remote Experimentation 2.3 Requirement Analysis 3 Approach 3.1 Support for Successful Implementation 4 Methodology Currently Developed 4.1 Proposed Generic Architecture 5 Current Progress 5.1 Example of Implementation Using Siemens Mechatronics Concept Designer and TIA Portal 5.2 Example of Implementation Using Quanser QLabs 6 Discussion and Conclusions 6.1 Discussion 6.2 Conclusions and Future Work References The Development of Brain-Computer Interface Applications Controlled by the Emotiv Insight Portable Headset Based on Analyzing the EEG Signals Using NODE-Red and Python Programming Software Tools 1 Introduction and Motivation 2 State of the Art in BCI Systems Using Emotiv EEG Headsets 3 The Hardware System of the Proposed BCI Applications 4 Achieved Goals - The Software System of the Proposed BCI Applications 4.1 General Overview About the Implemented Software BCI Applications 4.2 The EmotivPRO Official GUI Software Application 4.3 The Integration of Node-Red Open-Source Development Tool with the Emotiv Insight EEG Headset 4.4 The Integration of Node-Red Open-Source Development Tool with the Micro:Bit Board 4.5 The Python Based Implementation of a BCI Application Using the Emotiv Insight EEG Headset to Record the Alpha Frequency Rhythm 4.6 The Python Based BCI Application to Integrate the Emotiv Insight EEG Headset and the Raspberry Pi Board by Using the WebSockets Protocol 4.7 The Implementation of a LabVIEW Instrument for the Automatic Experimental Setup of the Brain-Computer Interface Applications 5 Results and Discussions Based on the Research Plan 6 Conclusions References Data Management and Enterprise Architectures for Responsible AI Services 1 Introduction 2 Background 3 A Call for Interdisciplinary Research 4 Conclusions and Future Directions References Hardware Project Building Skills 1 Purpose or Goal 1.1 Hardware Project 1.2 Working and Implementation of Signal Generator 1.3 Simulation and Output of the Signal Generator 1.4 Hardware Implementation Output 1.5 Signal Generator Project—Result and Discussion 2 Introduction to Regulated Power Supply Project 2.1 Design and Implementation 2.2 Design (Multisim) 2.3 Hardware Implementation (Using Breadboard) 2.4 Result and Analysis 3 Conclusion References Blockchain Applications in Education Blockchain Technology and Vocational Open Online Courses 1 Introduction 2 Blockchain Technology and Its Educational Applications 3 VOOCs and the New Blockchain Technology 4 BLISS Course Overview 5 The Use of VOOC from a Public Thematic STEAM Vocational Training Institute Aigaleo 6 Conclusions References A Multi-blockchain System for Verifiable Academic Credentials 1 Introduction 2 Related Work 3 BlockAdemiC System 3.1 Overview of Technologies 3.2 Application of Technologies to BlockAdemiC 4 Conclusion References Acceptance of Blockchain in Education 1 Introduction 2 Terms Connected to Knowledge Certification and Learning Outcomes 3 User’s Needs for a System Based on Blockchain in Education 3.1 The Que Preface Organization Contents Virtual and Remote Laboratories Remote Laboratory for Experiential Learning 1 Introduction 2 Teaching Learning Process: An Experience 3 Remote Laboratory System: A beginning 4 Conclusion References Once the Child Has Fallen into the Well, It is Usually Too Late Using Content Analysis to Evaluate Instructional Laboratory Manuals and Practices 1 Introduction 1.1 Objective of This Contribution 1.2 Project Context 2 Method: Category-Based Content Analysis 3 Results 3.1 Deductive Content Analysis by Applying Existing Category-Systems 3.2 Inductive Content Analysis to Investigate Additional ILOs 4 Discussion and Methodical Reflection 5 Conclusion and Outlook References A 360o Overview of the VISIR Remote Laboratory in a Handbook 1 Motivation and Background 2 The VISIR Handbook 2.1 Part I. VISIR Remote Lab Description 2.2 Part II – Teaching with VISIR 2.3 Research and Reflections on VISIR 3 Conclusion References Tracking User Behaviour Within an Educational Tool Supporting Scientific Experiments 1 Introduction 2 State of the Art 3 Navigation Profiles Identified 4 The Tracking System 4.1 RIALE Approach and Timeline 4.2 Tracking Data Model 5 Tool Validation 5.1 Data Gathering 5.2 Data Analysis 6 Conclusions and Future Work References Automatic Assessment Using VISIR-DB 1 Introduction 2 Evaluation Context 3 VISIR-DB Setup 3.1 Observation Items Definition 4 Students’ Performance Analysis 4.1 Automatic Assessment 5 Conclusions References Tracking and Traceability Technologies: Implementation in the SEPT Learning Factory 1 Introduction 2 Review of Traceability Technologies 2.1 1D Barcodes and Readers 2.2 2D Barcode Readers 2.3 Image-Base Barcode Readers 2.4 RFID Technologies, Standards and Applications 2.5 Real-Time Locating Systems 2.6 RFID and RTLS Technology Applications 2.7 RFID Interfacing and Software 2.8 UHF RFID Tags 3 Traceability and Tracking Technologies Implemented in the SEPT LF 3.1 Linear Barcode Readers and PLCs 3.2 Image-Based Barcode Reader 3.3 QR Code Readers 3.4 RFID in the SEPT LF 3.5 RTLS Technology 3.6 Laser Marker System 3.7 3D Cameras 3.8 NFC Technology 4 IoT Technology for Traceability 5 Traceability System 6 Summary References Remote Hub Lab – RHL: Broadly Accessible Technologies for Education and Telehealth 1 Introduction 2 Relia 2.1 Overview 2.2 Design 3 Wound-Mate Telehealth System 3.1 Overview 3.2 Design 4 RHL-Butterfly 4.1 Overview 4.2 Design 5 RHL-Beadle 5.1 Overview 5.2 Curriculum 6 Conclusion References Effectiveness of Using Remote Laboratory in Promoting Simulation and Verification Tools 1 Introduction 2 Background 3 Evaluate FPGA with Breadboard 4 Future Works 5 Conclusion References An Extendable Microservice Architecture for Remotely Coupled Online Laboratories 1 Introduction 2 State of the Art 2.1 Existing Architectures 2.2 Microservices 2.3 API Paradigms 2.4 API Modelling Languages + API-First-Design 3 Architectural Challenges 4 High-Level Software Architecture 4.1 Structural Description 4.2 Project Organisation 5 Fine Level Software Architecture 5.1 Authentication Service 5.2 Device Service 5.3 Experiment Service 5.4 Booking Service 5.5 Federation 6 Takeaways and Future Work References Blockchain Utilization in Cyber-Physical Laboratories for Engineering Education 4.0 1 Introduction 2 Blockchain Technology 3 Blockchain in Education 4 Integration of Blockchain and Cyber-Physical Systems 5 Blockchain-Based Cyber-Physical Laboratory 6 Results and Discussion 7 Conclusions References Privacy Considerations in Online Laboratories Management Systems 1 Introduction 2 General Data Privacy Regulation for Educational Institutions 3 GDPR in E-Learning Systems 3.1 Data Protection by Design vs Data Protection by Default 3.2 Synchronous Learning Method 3.3 Asynchronous Learning Method 3.4 Learning Management Systems 3.5 Online Laboratory Management Systems and IEEE Privacy Standards 4 Conclusions and Future Work References Virtual Physics Lab Simulation Using Unity2D: Light Diffraction Experiment 1 Introduction 2 Unity as a Development Technology 2.1 Unity 3 Approach to Simulation 3.1 Background 3.2 Apparatuses Utilized 3.3 Theoretical Facts 3.4 Diffraction 3.5 Interference 4 Proposed Solution 4.1 Game Flow 4.2 Game Introduction 4.3 Instructions Screen 4.4 Welcome Screen 4.5 Game Overview 4.6 Pick Apparatus or Pick Result Screens 4.7 Experiment Apparatus Overview Screen 4.8 Experiment Images from Different Angles Screen 4.9 Experiment Video and Animation Screen 4.10 Measure Maxima Screen 4.11 Calculate gg Screen 4.12 Values and Error Analysis Screen 4.13 Multiple Choice Questions Screen 4.14 End Screen 5 Conclusions References VISIR Remote Lab: Identifying Limitations and Improvement Ideas 1 Introduction 2 VISIR Remote Laboratory 2.1 A General Overview 2.2 VISIR Present Development Stage 3 Identified Limitations 4 Suggested Improvement Guidelines 4.1 Instruments and Computer 4.2 Relay Matrix 4.3 Servers’ Software 4.4 Client Interface 5 Conclusions References Pedagogical Provisions of Students’ Creativity Development by Means of SmartLabs 1 Introduction 2 Research Results 3 Conclusions References Remote Engineering Lab for Teaching Computer Systems Engineering: Evaluation and Impact 1 Introduction 2 Methods 3 Results and Discussions 4 Conclusions References ARM Distributed and Scalable Remote Laboratory for Texas Instruments Launchpad Boards 1 Introduction 2 Background 2.1 Remote Laboratories 2.2 ARM Remote Laboratories 2.3 ARM Remote Laboratories in LabsLand 3 Results 3.1 Overall Design 3.2 Deployments 4 Conclusions References Supporting Students in Assembler-Level Programming of Processors for Embedded Applications 1 Introduction 2 The Context for Teaching and Learning of Embedded Applications Using Assembly Code Programming 3 At-Presence (Local) Teaching and Learning 4 Remote (Online) Teaching and Learning 5 Concept for a Remote Laboratory 6 Conclusions and Future Work References Development of a Prototype Based on a Reference Architecture for Creating Digital Twins of Remote Laboratories 1 Introduction 2 Materials and Methods 3 Results 3.1 Results Regarding the Design of the VR Learning Environment 3.2 Results Regarding the Development of the DT in Progress 4 Conclusion References Remote Laboratories E-Lab FSBM: Architecture and Implementation of New Experiments 1 Introduction 2 Architecture of Remote Laboratories: E-Lab FSBM 2.1 Platform Architecture 2.2 Registration System 2.3 Interaction System 2.4 Collaboration System 2.5 Supervision and Control System 2.6 Evaluation System 2.7 Data Storage System 3 Implementation of Remote Laboratory: ‘E-Lab FSBM’ 4 Conclusions and Future Works References A DIY Approach Towards Remote Labs in Photonics Education 1 Introduction 2 Requirement Analysis 2.1 Remote Labs in Photonics Education 2.2 Open Virtualization for Remote Labs 2.3 Learning with Virtual Photonics Labs 3 Implementation 3.1 Hardware 3.2 Software 3.3 XR Endpoints 4 Application 5 Conclusion and Future Work References Designing a Photonics Virtual Laboratory (ePhos) 1 Introduction 2 Design of ePhos 2.1 Objectives 2.2 Target Group 2.3 Main Components 3 First Steps of Implementation 3.1 Community of Practice 3.2 Mobile Laboratory 4 Conclusions and Future Work References RHLab Scalable Software Defined Radio (SDR) Remote Laboratory 1 Introduction 2 Background 2.1 Software-Defined Radio Labs 2.2 Remote Laboratories 2.3 SDR Remote Laboratories 3 System Design 3.1 Overall Design 3.2 Hardware Setup 4 Results 4.1 Web Version 4.2 SDR Isolation 5 Future Work 6 Conclusions References Remote Laboratory for the Development of Customized Low-Power Computing and IoT Systems 1 Introduction 1.1 Context 1.2 Approach 2 The RemoCLEC Remote Laboratory 2.1 The WebLabPRO Architecture 2.2 RemoCLEC Design 3 Deployment and Validation 4 Conclusion and Future Work References LabsLand Electronics Laboratory: Distributed, Scalable and Reliable Remote Laboratory for Teaching Electronics 1 Introduction 2 Background 2.1 VISIR Remote Laboratory 2.2 Usage of VISIR in LabsLand 3 System Design 4 Results 5 Conclusions References Vicilogic: Linking Online Learning, Assessment and Prototyping with Remote FPGA Hardware 1 Introduction 2 Vicilogic Platform Architecture and Functionality 3 FPGA-Based Data and Pixel Processor Design Architecture 4 HDLGen HDL Design and EDA Project Capture Application 5 Extended RISC-V Assembly Program IDE 6 Conclusions and Future Work References Uniting Knowledge and Application in a Hybrid Laboratory Experiment in Virtual Reality – A Cross-Reality Laboratory with Applications of Artificial Intelligence for Industry 4.0 1 Introduction 2 Background 2.1 Organizational Background 2.2 Liquid-Liquid Extraction 2.3 VR-Labs 2.4 Artificial Intelligence 2.5 Instructional Background 3 Methods 3.1 Digital Twin in Virtual Reality 3.2 AI in Google Collabs 4 Results 4.1 Virtual Reality 4.2 Coding in Google Colabs 5 Summary and Outlook References Remote Experimentation in Rural Schools: The R3 Project 1 Motivation 2 R3 Project: Rural, Remote and Real 3 R3 Project Results 3.1 Schools and Teachers 3.2 Academic Results 3.3 Satisfaction of Teachers and Students 4 Conclusions References Virtual Mini-lab Concept for Concrete Fastenings in Structural Engineering Education 1 Introduction 1.1 Background Concept 1.2 Virtual Minlabs 1.3 Short-Paper Overview 2 Basics of Fastening Technology 3 Teaching and Learning Activities Under Real-Life Laboratory Conditions 3.1 Laboratory Requirements for Fastening Technology 3.2 Outline of Implications for Structural Engineering Labs in Education 4 Methodological Instrument for the Virtual Laboratory 4.1 Finite Element Method 5 Discussion and Future Steps References Work-In-Progress: Development of a Remote Laboratory for Teaching Design of Experiment Concepts 1 Introduction 2 Design of the Remote Laboratory - Design of Experiment (DoE) 2.1 Initial Situation 2.2 Technical Design 2.3 Didactical Implementation 3 Preparation Evaluation Design 4 Conclusion References Developing a Remote Teaching Approach for Practical Training of Vocational Students 1 Introduction 1.1 Remote Experimentation as a Special Type of Remote Teaching 1.2 Building a Community of Learners in Remote Teaching 2 The Hands-On Remote Project 2.1 Needs Assessment 2.2 Hands-On Remote Teaching Modules 3 Evaluation Methods and Results 4 Discussion 5 Conclusions References Work in Progress: A Booking System for Remote Laboratories - The EXPLORE Energy Digital Academy (EEDA) Case Study 1 Introduction 2 Overview of the Book4RLab System 2.1 Architecture of the Booking System 2.2 The Validation REST API 3 The EEDA Case Study 3.1 Overview of the EEDA 3.2 The EEDA Remote Labs 4 Results and Discussion 5 Conclusion References A Platform for Remote Laboratories in Applied Physics 1 Introduction 2 Contributions 3 The Ideal Remote Lab 4 Architecture of the RLs Platform 4.1 Material Architecture 4.2 Software Architecture 5 Remote Actions 5.1 Remote Wiring 5.2 Remote Moving and Control Instruments 5.3 Securing Experiments 6 Conclusions and Perspectives References Virtual, Augmented and Mixed Reality Interactive Multi-tiered Poster for Presenting an Educational Program in Intelligent Robotics 1 Introduction 2 The Framework 3 Multi-tiered Interaction 4 The Poster 4.1 The Printed Information Tier 4.2 Digital Media Tier 4.3 Augmented Reality Tier 4.4 Hands-On Experimentation 4.5 Poster Presentations 5 Conclusion References Teaching the Myth of Theseus Through a Video Game, to Primary School Students 1 Introduction 2 The Advantages of Video Games in Education 3 The Development of the Game 3.1 Development Tools 4 Actual Outcomes and Formal Evaluation 5 Conclusions and Future Research References Exploring the Use of Low-Cost Immersive Technologies in e-MOOCs Communities 1 Introduction 2 State-of-the-Art 2.1 MOOC Platforms 2.2 Immersive Technologies 2.3 Psycho-Emotional Aspects in the Teaching-Learning Process 3 Enhanced-MOOC: An Evolutionary Proposal 4 Methodological Description of an Impact Study on the Integration of Low-Cost Immersive Technologies 5 Results and Discussion 5.1 Integrating Low-Cost Immersive Technologies 5.2 Results Obtained After the Application of Immersive Technologies in the Teaching-Learning Process 6 Conclusions and Future Work References Integrated Blended Learning Approach for PLC Training in Industry 4.0 with Web-Based and VR Experiences 1 Introduction 2 Related Work 3 Concept 4 Implementation 5 Pilot Workshops and User Feedback 6 Conclusion and Outlook References Virtual Reality-Based Learning Environments for Teachers’ Training 1 Introduction 2 Context 3 The VIRTUOUS Project 3.1 Literature Review 3.2 The VIRTUOUS Training Curriculum 3.3 The VIRTUOUS VR Scenarios 4 Conclusions References The Use of Remote Laboratories for Teaching Concepts of Energy Conversion Systems 1 Context 2 Status, Challenges and Trends in the Online Education 3 Bloom's Taxonomy 4 Remote Didactical Laboratories 4.1 Remote Laboratory 01: Refrigeration/air Conditioning 4.2 Remote Laboratory 02: Fuel Cell System 4.3 Teaching Methods 4.4 Bloom’s Taxonomy Perspective 5 Conclusions References Modular Toolbox for Low-Code Development of Individual Augmented Reality Applications in Unity 1 Introduction 2 State of the Art and Related Work 3 Methodology 4 Modular Toolbox for Low-Code AR Development 4.1 Guideline to Instruct the Development 4.2 Templates 4.3 Functional Building Blocks 4.4 Utilities 5 Evaluation 6 Conclusion References Augmented Reality Image Correlation App: Algorithms and Synthetic Verification 1 Introduction 2 State of the Art 3 Framework and Algorithms 3.1 Framework of the Mobile Application 3.2 Tracking Marker 3.3 Algorithms for the Tracking, Identification and Placement of Ellipses 4 Synthetic Testing of the Algorithms 4.1 Resolution 4.2 Position-Offset 4.3 Tracking Marker Size 4.4 Stretch 5 Conclusion and Outlook A Horizontal Marker Position Analysis - Hollow Marker B Vertical Marker Distance Analysis References Tech Education Metaverse: Immersive Learning for E-Mobility Applications 1 Introduction 2 VR Immersive Learning: State-of-the-Art 2.1 Extended Capabilities of VR Solutions 2.2 The Increasing Phenomena of the metaverse 3 Immersive Learning Applied to E-Mobility Solutions 3.1 Creating an Immersive Virtual Environment 3.2 Bringing Real Elements to Virtualization 3.3 Building the Tech-Education metaverse 4 Conclusions 4.1 Target and Fulfilled Objectives 5 Future Steps References Ultra-concurrent Remote Laboratory for Microfluidic Applications 1 Introduction 2 Teaching and Challenges 2.1 Status Quo 2.2 Education in Laboratories 3 Design of Laboratory Experiment 3.1 Pedagogical Design - Learning Outcomes 3.2 Pedagogical Design - Teaching Learning Activities 3.3 Pedagogical Design - Learning Outcomes Monitoring 3.4 Technical Implementation 4 Results 5 Conclusion References Methodology for Real-Time Sensor Measurement Based Augmented Reality Laboratory Experiment in a Wind Tunnel 1 Introduction 2 Instructional Design 2.1 Basics 2.2 Status Quo 3 Technical Methodology 4 Results 4.1 CFD Calculations 4.2 Sensor Coupling 4.3 AR Application 4.4 Instructional Design 5 Discussion and Outlook References Utilizing Augmented Reality and Mobile Devices to Support Robotics Lessons 1 Introduction 2 Related Work 2.1 Smart Education 2.2 Mobile Learning 2.3 Augmented Reality Learning 2.4 Augmented Reality in Robotics 3 Present Study 3.1 Purpose of the Study 3.2 Methodology 4 Results 4.1 Interviews 4.2 Observation 5 Discussion and Conclusions References Collaborative Writing Project in Virtual Environment: A Case Study 1 Introduction 1.1 Importance of Collaborative Writing 1.2 Context of the Study 1.3 Purpose of the Study 2 Related Research 2.1 Collaborative Learning 2.2 Mobile Assisted Language Learning 3 Approach 4 Results and Discussion 4.1 Experience of Learners in Virtual Learning Environment 4.2 Challenges Faced by the Learners 5 Conclusion References Towards Research Gaps in Collaborative Virtual Reality Environments for Education: A Literature Review 1 Introduction 2 Related Work 3 Method 4 Results of the Systematic Literature Review 5 Discussion and Research Gaps 5.1 Technological Adjustments 5.2 Evaluation Methods and Experimental Setups 6 Conclusion References Work-in-Progress: A Study on the Problems of Engineering Students Designing Gearboxes and VR as a Possible Solution 1 Introduction 2 Initial Situation 3 Results and Discussion 3.1 Verification of Problems 3.2 Acceptance of a VR Solution 3.3 Conclusion 4 Summary and Outlook References Gamified Augmented Reality Educational Applications 1 Personal Information 2 Introduction and Motivation 3 Background 3.1 Augmented Reality 3.2 Gamification 3.3 AR and Gamification in Education 4 Goals and Results 4.1 Statement of Thesis 4.2 Research Goals and Methods 4.3 Dissertation Status 5 Expected Contributions References Exploring Acceptance and Diffusion of Remote Assistance Applications Using Augmented Reality Through Use Cases on Plumbing Services 1 Introduction and Motivation 2 Research Context 2.1 Innovation Diffusion 2.2 Acceptance 2.3 Craft Research 2.4 Augmented Reality (AR) 3 Methodology 4 Use Case Description and Conducting Study 4.1 Use Case Description 4.2 Interviews 5 Results 6 Conclusion and Outlook References Industry 4.0 Poster: An Open Modular Approach for the Design and Verification of the Electric Vehicles 1 Introduction 2 The Approach of the Modular Electric Vehicle Platform as a Basis for the Digital Twins Concept 3 Verification and Validation Approach 3.1 Verification and Validation Workflow 4 Conclusions References Cybersecurity Education for SMEs 1 Introduction 2 The Contribution of the InCyT project 2.1 The InCyT Competence Framework 2.2 The InCyT Training Program 2.3 Improved Training by Means of Interdisciplinary Approach and Mentoring 3 Conclusions References Virtual Mining Enterprise in Training Specialists for Management of the Production Process of Underground Mining of Iron Ore Deposits 1 Introduction 2 The Task of the Operation of the Iron Ore Mining Enterprise and the Connection of Its Solution with the Management of the Production Process 2.1 The Main Task of the Work of an Iron Ore Mining Enterprise and the Connection of Its Solution with the Management of the Production Process 2.2 The Specifics of the Conditions for the Implementation of Iron Ore Mining Production and Their Impact on the Nature of Management Decisions 2.3 Methodological Bases for the Development of the Information System “Virtual Iron Ore Mining Enterprise” 2.4 Conclusions References Enhancing the Professional Competences of Vocational Teachers for Digital Teaching and Learning: Tasks and Challenges for Systematic School Developmental Processes 1 Introduction 2 Enlarging Perspectives on School Development 3 Autonomy of Schools as Prerequisite and Challenge 4 Enhancing Digital Competences 5 Conclusion References Work in Progress – Did You Check It? Checklist for Redesigning a Laboratory Experiment in Engineering Education Addressing Competencies of Learning and Working 4.0 1 Basics 1.1 Laboratory Education 1.2 Joint-Project CrossLab 1.3 Industry 4.0 2 Method 3 Results 3.1 ILO 14: To Develop Personality 3.2 ILO 15: To Improve One’s Style of Learning and Working Mindset 3.3 ILO 16: To Develop Critical Thinking and Acting Sustainably 3.4 ILO 17: To Think Out of the Box (Overview Over Larger Context, Scientific Inquiry) 3.5 ILO 18: To Develop Self-directed Learning Skills 3.6 ILO 19: To Work with Cyber-Physical Systems (CPS) 3.7 ILO 20: To Organize and Manage Data with New Methods 4 Conclusion and Outlook References Implementation of Virtual Reality in Industrial Automation for Educational Purposes 1 Introduction 1.1 Motivation 1.2 Industry 4.0 and Internet of Things 1.3 Digital Twins 1.4 Virtual Reality 2 Required Hardware 2.1 PLC 2.2 Visualization 3 The Concept of the Practical Part of the Work 3.1 Workstation Layout 3.2 Appearance of the Practical Part of the Work 4 Creating an Environment in Virtual Reality 4.1 Modeling of Desired Virtual Machines 4.2 Assigning Functions to Objects 5 Preparing a Script in Unity Pro XL to Address Variables 5.1 Working Memory of PLC Device 5.2 Linking Physical and Virtual Variables 6 Achieving Communication 6.1 C# - Library for Modbus TCP Communication 6.2 Using C# to Connect Variables Between VR and PLC 7 Concept Testing 8 Summary and Conclusion References Industrial Knowledge Transfer from Germany to Morocco: The Competence Center on Automation 1 Introduction 2 Technology Transfer and Trainings 2.1 Train-the-Trainer 2.2 Student Projects and Digital Internships 2.3 PLCnext Trainings for Professionals 3 Conclusion Artificial Intelligence Poster: Predictive Model for the Clustering of Academic Achievement for Bachelor of Business Administration Students by Majority Voting Technique 1 Introduction 2 Materials and Methods 2.1 Population and Sample 2.2 Research Tools 2.3 Analysis and Model Selection 3 Results 3.1 Optimal Clustering Outcomes 3.2 The Efficient Model 4 Discussion 5 Conclusion References Automatic Generation of Training Data for AI Object Detection in Terms of Technical Drawings in Engineering 1 Introduction 2 Approach 3 Results and Discussion 4 Conclusion References Attention U-Net for Semantic Segmentation of Moroccan Coastal Upwelling in SST Images 1 Introduction 2 Study Area and Data Preparation 3 Methods 3.1 U-Net Architecture 3.2 Deep Learning Model Based on Attention 4 Experiments and Results 4.1 Experimental Setup 4.2 Experimental Results 5 Conclusion References Work-in-Progress: Deep Learning Classification Models for Infant Cry Diagnostic 1 Introduction 2 Related Works 2.1 Infant Cry Units Detection 2.2 Deep Learning Models 3 Proposed Models 3.1 Dataset 3.2 Models Implementation 3.3 Quantitative Results 4 Conclusions References Applications and Experiences Remote Real-Time Research Platform for Control Engineering 1 Introduction 2 Infrastructure 3 Communication and Security Aspects 4 Interactive Tools 4.1 Remote Programming and Code Sharing 4.2 Remote Monitoring and Data Acquisition 5 Results 6 Conclusion References University Education Adapts to Industry 4.0 Topic 1 Approach 2 Control of Electrical Devices in a Virtualized 3D House 2.1 Context 2.2 Solution Selected 2.3 Development and Results 3 A Control of a Polymer Token Manufacturing Process 3.1 Context 3.2 Solution Selected 3.3 Development and Results 4 ROS Implementation on Raspberry Pi 4.1 Context 4.2 Solution Selected 4.3 Development and Results 5 A Conception of a Solution for the Control of a Robotic Cell 5.1 Context 5.2 Solution Selected 5.3 Development and Results 6 Conclusion References Virtual Mobility for All with the FPGA Vision Open Online Course 1 Introduction 2 Motivation 3 Approach and Course Development 3.1 First Approach 3.2 Evaluation of the Course Prototype 3.3 Revised Approach 4 Overall Review and Lessons Learned 4.1 Participants 4.2 Advertisement 4.3 Enrollment 4.4 Course Structure 4.5 Chances for the Future References Use of Xilinx FPGA Remote Laboratories in the Teaching of Digital Electronics at UCLM 1 Introduction 2 Background 2.1 Remote Laboratories 2.2 FPGA Remote Laboratories 2.3 FPGA Remote Laboratories in LabsLand 3 FPGA Remote Laboratories at UCLM 3.1 Overall Design 4 Results 5 Conclusions and Future Work References Lactate Optical Detection Setup Used for Preventive Care 1 Introduction 2 Electrochemical System Description 3 Spectrometric Setup Description 4 Software Description 5 Special Electrode Setup 6 Conclusion References Concept to Manage and Grade Python Programming Assignments in Large Cohorts 1 Introduction 1.1 Purpose 1.2 Goal 2 Concept 2.1 Learning Content 2.2 Jupyter Notebook 2.3 JupyterHub 2.4 Nbgrader 3 Outcomes 4 Feedback and Grades in the Learning Management System 5 User Experience and Acceptance 6 Summary References Development of a Remote Experiment for Practical Work in Physics at the University: The Case of Elastic Pendulum 1 Introduction 2 Description of the Experiment 3 Experimentation 3.1 Mechanical Part 3.2 Electronical Part 3.3 The User Interface 3.4 The Scenario of the Experiment 4 Conclusion References Markers for the Support of Clinical Tele-Assessment: The Case of Autism Spectrum Disorders 1 Introduction 2 Material and Methods 3 Results 4 Discussion 5 Conclusions References The Gamified Educational Network Learning Management System for Medical Education 1 Introduction 2 The GEN LMS: Technical Details 3 Completed GEN LMS Applications 3.1 Age Friendly Cultural Competencies 3.2 Microtomy Training 3.3 Intraosseous (IO) Infusion Training 4 GEN LMS Applications Under Development 4.1 “Breast Practices” Micro-credential Course 4.2 Myers-Briggs Type Indicator: Customized Learning Experience 5 Conclusions References A Reconfigurable Strategy for Internet-of-Things for Smart Buildings 1 Introduction 2 Related Work 2.1 Smart Buildings 2.2 Prediction Mechanisms 2.3 Anomaly Detection Mechanisms 2.4 Anomaly Similarity 3 Paradigms of the Proposed Reconfigurable IoT 3.1 Predictions and Anomaly 3.2 Phases of Anomaly Events 3.3 Static Configuration vs. Dynamic Configuration 4 Implementation and Results 4.1 Data and Simulation Environment 4.2 Simulation Results for Different Time Gap Schemes 4.3 Impact on the Matching Number of Anomalies Detected 4.4 Prove the Real-Time Worthiness 5 Conclusions References Brief History of REMLABNET 1 Introduction 2 Purpose or Goal 3 Methods 4 Actual or Anticipated Outcomes 5 Conclusion References Teachers’ Expectations of Learning Analytics from a Value-Based Perspective 1 Introduction 2 Related Work 2.1 Ethics and Values 3 Methodology 3.1 Research Approach 3.2 Research Strategy 3.3 Data Collection 3.4 Participants 3.5 Implementation 3.6 Data Analysis 4 Results 5 Analysis and Discussion 6 Conclusion and Future Research References Work in Progress: Hybrid Mechatronic System for Measuring Aero-bathymetric Data 1 Introduction 2 Problem Formulation 3 Problem-Solving 3.1 Description of the Hybrid Mechatronic System for Measuring Aero-bathymetric Data 3.2 Data Collection Procedure 3.3 Data Processing and Estimation of Results 4 Conclusions References SUGAPAS Observatory – A Gamified Way to Get and Present Health Analytics 1 Introduction 2 About the SUGAPAS Ecosystem 2.1 The Serious Game Battle4Health 2.2 The Health and Wellness Observatory 2.3 The Database 3 Evaluation 3.1 Procedure 3.2 Results 4 Conclusions References The Integration of Software Defined Network in Mobile Edge Computing for Task Offloading and Resource Allocation of IoT Applications 1 Introduction 2 Mobile Edge Computing: History and Background 3 Software Defined Networking (SDN): Overview and Architecture 3.1 Overview 3.2 General Architecture 4 MEC SDN Integration Benefits 5 Works Analysis 6 Future Research Perspectives 7 Conclusion References Work-in-Progress: Remote Learning and Online Experimentation for Large Cohorts 1 Introduction 2 Context 2.1 Teaching Large Cohorts 2.2 Need for Virtual and Remote Experimentation 2.3 Requirement Analysis 3 Approach 3.1 Support for Successful Implementation 4 Methodology Currently Developed 4.1 Proposed Generic Architecture 5 Current Progress 5.1 Example of Implementation Using Siemens Mechatronics Concept Designer and TIA Portal 5.2 Example of Implementation Using Quanser QLabs 6 Discussion and Conclusions 6.1 Discussion 6.2 Conclusions and Future Work References The Development of Brain-Computer Interface Applications Controlled by the Emotiv Insight Portable Headset Based on Analyzing the EEG Signals Using NODE-Red and Python Programming Software Tools 1 Introduction and Motivation 2 State of the Art in BCI Systems Using Emotiv EEG Headsets 3 The Hardware System of the Proposed BCI Applications 4 Achieved Goals - The Software System of the Proposed BCI Applications 4.1 General Overview About the Implemented Software BCI Applications 4.2 The EmotivPRO Official GUI Software Application 4.3 The Integration of Node-Red Open-Source Development Tool with the Emotiv Insight EEG Headset 4.4 The Integration of Node-Red Open-Source Development Tool with the Micro:Bit Board 4.5 The Python Based Implementation of a BCI Application Using the Emotiv Insight EEG Headset to Record the Alpha Frequency Rhythm 4.6 The Python Based BCI Application to Integrate the Emotiv Insight EEG Headset and the Raspberry Pi Board by Using the WebSockets Protocol 4.7 The Implementation of a LabVIEW Instrument for the Automatic Experimental Setup of the Brain-Computer Interface Applications 5 Results and Discussions Based on the Research Plan 6 Conclusions References Data Management and Enterprise Architectures for Responsible AI Services 1 Introduction 2 Background 3 A Call for Interdisciplinary Research 4 Conclusions and Future Directions References Hardware Project Building Skills 1 Purpose or Goal 1.1 Hardware Project 1.2 Working and Implementation of Signal Generator 1.3 Simulation and Output of the Signal Generator 1.4 Hardware Implementation Output 1.5 Signal Generator Project—Result and Discussion 2 Introduction to Regulated Power Supply Project 2.1 Design and Implementation 2.2 Design (Multisim) 2.3 Hardware Implementation (Using Breadboard) 2.4 Result and Analysis 3 Conclusion References Blockchain Applications in Education Blockchain Technology and Vocational Open Online Courses 1 Introduction 2 Blockchain Technology and Its Educational Applications 3 VOOCs and the New Blockchain Technology 4 BLISS Course Overview 5 The Use of VOOC from a Public Thematic STEAM Vocational Training Institute Aigaleo 6 Conclusions References A Multi-blockchain System for Verifiable Academic Credentials 1 Introduction 2 Related Work 3 BlockAdemiC System 3.1 Overview of Technologies 3.2 Application of Technologies to BlockAdemiC 4 Conclusion References Acceptance of Blockchain in Education 1 Introduction 2 Terms Connected to Knowledge Certification and Learning Outcomes 3 User’s Needs for a System Based on Blockchain in Education 3.1 The Que
دانلود کتاب Open Science in Engineering: Proceedings of the 20th International Conference on Remote Engineering and Virtual Instrumentation (Lecture Notes in Networks and Systems, 763)