Cybertronics: Interactive Simulation Game for Design and Manufacturing Education Arthur Sanderson, Don Millard, William Jennings, Tom Krawczyk, Diana Slattery, Susan Walsh Sanderson (School of Management) Department of Electrical, Computer, and Systems Engineering Interactive Learning Modules Project Rensselaer Polytechnic Institute Troy, NY 12180 Abstract Manufacturing is increasingly important to the balanced education of engineers in all disciplines. While specific operations and processes can often be taught in the classroom, it is difficult to convey a broader understanding of the interrelationship among design, manufacturing, and marketing, and the coordinated effort required to meet the demands of a global marketplace with high product variety and rapid response requirements. In the Cybertronics interactive simulation game, we create a fictional enterprise, the Cybertronics Corporation, in which the user assumes the role of product designer, manufacturing engineer, marketing expert, and product manager. In working through the decisions required in product development, the user addresses the tradeoff among product performance, cost, quality, and time-to-market. The Cybertronics simulation game has been developed in a modular architecture using Multimedia Director as the development environment. The major components include: Electronics Handbook, Manufacturing Handbook, Functional Design, Parts Ordering, Manufacturing Layout and Planning, Manufacturing Control, and Market and Sales. Each section is an enhanced multimedia module with access to video (e.g. manufacturing operations in a factory) and animation (e.g. depiction of manufacturing process principles). The focus of Cybertronics is on electronics manufacturing and the processes involved in the design and manufacturing of circuit-board assemblies for commercial and military electronics products. Cybertronics has been used in both undergraduate and graduate courses in engineering and management at Rensselaer, and also in corporate training sessions. A formal evaluation process of Cybertronics in the classroom has shown that the experience is effective in presenting the principles of manufacturing activities, and has been especially successful in motivating students to understand the larger context of their engineering and management decisions. 1 Introduction Many aspects of manufacturing education do not lend themselves to traditional approaches to organization and presentation of materials. Manufacturing is a dynamic and interdisciplinary environment, and the types of analysis, modeling, and decision-making required to integrate design and manufacturing in real-world applications are beyond the scope of most lecture and textbook materials. Modular multimedia materials enable us to capture many of these issues, and create learning environments which help in understanding the complexities facing enterprises competing in an increasingly global marketplace. The principal goal of the ILM project is to develop modular interactive learning materials for manufacturing education, and demonstrate their effectiveness in both university curricula and industrial training programs. The focus of the development is on electronics design and manufacturing. Several different types of modules are used to create an interactive environment for learning: (1). Interactive design tools: Modules for functional and physical design of electronic circuit boards, and for layout and planning of electronics manufacturing activities are being developed. (2). Multimedia case studies: Case studies of product development, management, and manufacturing are being developed to explain and analyze the principles which affect manufacturing decisions. An electronics manufacturing line is designed to bring the factory to the user, and incorporates principles of design, fabrication, assembly, solder, and test. Video of a real factory is combined with simulation and animation to study the choice of manufacturing systems and the scheduling of activities. (3). Interactive simulation modules: Integrated simulation takes special advantage of the multimedia environment and involves the user in the decision- making and design processes associated with the manufacturing and marketing processes. An extensive simulation-based interactive game highlights the challenges faced by the Cybertronics Corporation a fictional company which is developing products for commercial applications based on its defense-related technologies. (4). Interactive tutorial units: Handbooks and libraries are accessed to provide necessary background to understand the technical and managerial issues associated with specific manufacturing domains. Modules in all four areas of the project have been completed and evaluated in courses at Rensselaer and in corporate training programs. Formal evaluation methods were developed for this purpose and response from these evaluations is being used to guide the continuing development. The Electrical, Computer, and Systems Engineering Department at Rensselaer has committed to the use of the ILM materials as a focus of their current curriculum revision efforts, and will use materials in large-scale undergraduate courses during the coming academic year. The ILM content has been developed using a modular structure so as to maximize the potential for multiple use of the same content. For example, each section of the EE handbook can be used individually in a specific tutorial module (e.g. the filters entries also provide introductory material for the EE Filters design module) or together as a group, such as in the handbook. This modular approach allows one to pick and choose from the handbook choices to organize specific resources for lecture or supplementary course materials. 2 Multimedia Interactive Simulation Games A multimedia environment provides a setting for creation of simulation experiences structured as challenging interactive games. Multimedia software development often entails two conflicting goals. First the content of the application material must be developed in a structured and reliable software environment. In the case of a simulation or game, the content portion encompasses the data, logic, and computation of the underlying materials. Second the d i s p l a y of the media itself and the associated interactivity requires manipulation of display elements and support for interaction. From the point of view of current software engineering practice, the content goal is best accomplished by well-structured, modular encapsulated software units. The control flow and interaction within such a program is constrained to established structured procedures or object-oriented protocols in order to sustain reliable development, maintainability, and reusability of code. On the other hand, the interactive navigation required for a flexible user environment often encourages control flow which creates entertaining but unverifiable paths, leading to reliability and deadlock problems in the resulting software. In addition, for the interactive mode it is often impossible to explore all possible sequences of execution, and problems can be left undetected. In the Interactive Learning Modules project, we are developing interactive simulation games using multimedia software in the areas of design and manufacturing. We use multimedia tools to create an environment which simulates an integrated view of a product development process. The goal of the ILM simulation game is to convey to engineers and managers the experience and princples of strategy and decisionmaking focusing on the interrelationships among design, manufacturing, and marketing. The ILM simulation component which integrates an extensive quantitative simulation model with diverse types of multimedia materials creates the challenge defined above. In the ILM project, the user takes on several different roles, and is able to interact using a number of different interactive media. The types of resources accessible to the user include: (a). Simulated role environments where the user may be dynamically interacting, choosing parameters, making decisions, or defining configurations of objects and sequences of events on the screen. (b). Handbook environments where the user is searching for background information and principles in order to support the simulated role. (c). Case study environments in which the user is watching and listening to presentations of real case studies realted to the problem being solved. Our current case studies include animation, video, audio, and 3D (Quicktime VR) presentations of materials. In the ILM environment, the user navigates freely among environments in order to reinforce principles of multipath and multiview experiential learning, presenting the user with alternative views of the same material in order to complement the understanding of the principles and emphasize the integrative nature of the material. Recent work on object-oriented multimedia software has emphasized the special considerations of the graphical user interface (GUI), and the development of class structures to represent multimedia resources. In the ILM environment, the user is supported by a hierarchy of display modules and a hierarchy of content modules. The ILM itself is a hostmodule which supports navigation to individual modules and allows no private data members or member functions other than display. The primary layer of the display hierarchy is a set of modules which represent the basic functional units of the project. The four types of modules currently included are: (a) simulation, (b) handbooks, (c) case studies, and (d) utilities. The utility modules incorporate global models and behaviors, and support standard displays. Within each module is a set of activities which serve as the computational units of the modules. Each activity may support a number of derived user functions which provide display and interactivity. These display modules and activities interact with the content modules which represent the subject matter of simulations, tutorials, and case studies. Product parts such as electronic components, or factory machines can be accessed as design topics, graphic displays, or video displays. 3 Cybertronics: Interactive Design and Manufacturing Game The Cybertronics game is designed around the process flow tasks involved in real-life electronics product design and development. Cybertronics introduces the student to the electronics design constraints they must adhere to within the design space, and the product they will virtually design and manufacture. The student begins traveling down a path that includes designing 555 Timer circuit within specified pulse width and center frequency constraints, ordering components and casing parts, preparing the manufacturing floor, manufacturing the board to maximize the yield of printed wiring boards, choosing a retail price, and taking it to market. Each task involved in the process is designed to be used in conjunction with the whole Cybertronics game, or as a standalone piece in a class centered around that particular knowledge task. Hence, we are employing object-oriented design procedures to allow "plug and play" functionality. Increased competition for commmercial products have highlighted the need to provide engineers and managers with a better understanding of the interrelationship between design and manufacturing and the constraints and demands of global markets. Multimedia tools play an increasingly important role in both the practice and the education of design and manufactruing engineers and product managers. Design visualization is a major application of graphical display tools and requires not only static, but dynamic and interactive capabilities. Product specifications may not lend themselves to straightforward specification of required manufacturing facilities. The nature of the manufacturing process itself, and the scheduling of manufacturing resources has become a key consideration in the design process. Design and manufacturing must be concurrent in order to satisfy jointly defined goals and constraints. Technical decisions at the design, manufacturing, marketing, and supplier levels, are coordinated and depend on the mutual access and interchange of information about products and processes. Understanding the interrelationships among these activities is essential to effective management, yet this wider view of interactions, collaborations, and teamwork has been very difficult to implement and equally difficult to convey in university or corporate training educational settings. In the ILM, we create the Cybertronics Corporation, a fictional enterprise in which the user assumes the role of product designer, manufacturing engineer, marketing expert, and productmanager. In working through decisions required in product development, the user addresses the tradeoffs among product performance, cost, quality, and time-to-market. The Cybertronics Corporation provides a framework for experiential learning of design and manufacturing principles, in the context of case studies of real corporations. In the game scenario, the Cybertronics Corporation is engaged in the development of electronics products used for spatial localization, much like a global positioning system (GPS), but with higher accuracy for local positioning. The Corporation has basic technologies which it developed for defense applications, and is working on the development of a new line of commercial products which incorporate a similar technology. In Cybertronics, the user takes on the role of designing, manufacturing, and marketing a product called the ECLIPSE system for service, industrial, or consumer markets. A screen from this Hostmodule of Cybertronics is shown in Figure (1). The Cybertronics game is structured in a modular fashion. Inusing this simulation module (M1), the user has access to the following resources of the ILM: MO: Utility Module M1: Cybertronics 'ECLIPSE'' Product Development Module M2: Electronics Handbook M3: Manufacturing Handbook M4: Case Studies of Product Development M5: Case Studies of Manufacturing. Navigation among these modules is provided through the host in order to maintain integrity of the data and state information associated with each phase of the simulation. In addition, each module has a set of activities which are accessed through that module: Activities of Module M1: A0: Introduction to Cybertronics A1: Market Research (Product Specification, see Figure (2)) A2: Functional Design (see Figure (3)) A3: Physical Design A4: Parts Ordering A5: Manufacturing Layout and Planning A6: Manufacturing Control A7: Market and Sales (Trade Show). Each activity may, in turn, have several views available. For example, the electronic product functional design task might include two activities and associated views: A2: Functional Design of Electronics V0: Electronic circuit schematic diagram V1: Oscilloscope display of test signals A3: V0: V1: V2: Physical Design of Electronics Graphics of individual parts 'Breadboard' layout graphics Final assembled board in 3D view graphics. From the Functional Design module, a question about the princples of the 555 Time electronics can be pursued directly to the Electronics Handbook. Similarly, the electronics manufacturing module has several alternative activities and views. For example: M1: Cybertronics 'Eclipse' product development module A1: Wave solder process V0: Video of wave solder machine V1: Animation of wave solder principles V2: Equations of heat transfer versus board speed. A question about the principles of wave solder can be followed to the Case Studies module,with access to either video or graphics display of wave solder processes. A sample screen from A4: Part Ordering is shown in Figure (4), and a sample viewer screen for A5: Manufacturing Layout is shown in Figure (5). This interface allows the user to designate the number and types of solder machines to be used in the factory. This choice is entered to the module and immediately influences the production throughput, the manufacturing costs, and the product reliability by propagation through the data structures. A sample tutorial screen describin basic manufacturing scheduling concepts is shown in Figure (6). 4 Implementation The Interactive Learning Modules Cybertronics simulation game has had a major impact on the Electrical Engineering (EE) and Computer and Systems Engineering (CSE) Curricula at Rensselaer. The ILM project is providing the means by which we are transforming our curriculua into programs that are more exciting, challenging and rewarding for both students and faculty, and which can be delivered in a more costeffective manner. The EE and CSE programs are undergoing systemic change as part of a campus-wide curriculum restructuring activity at Rensselaer which, in turn, has resulted from a major Strategic Initiative in Interactive Learning that is now completing its sixth year. The goals of the curriculum restructuring efforts are to reduce the number of individual courses that a student takes in any given semester, increase the level of student choice in each curriculum, significantly increase the level of interactivity (student-student, student-faculty) In our courses, and lower the fundamental educational delivery costs. The key elements in these changes are the use of multimediabased educational tutorials and the new Studio format for educational delivery that has been pioneered at Rensselaer. The ILM project is directly providing these tutorials in electronics-related areas and is setting the standards by which these materials will be developed in many other areas. The new EE and CSE curricula will feature all introductory courses being delivered in a highly interactive Studio format in which fundamental concepts and professional practice skills are learned in an integrated manner. The Studio format will replace the traditional "theory courses plus separate laboratory" approach that has been in use in engineering education for several decades. A11 EE and CSE majors (200 per year) will be required to take 3 4-credit "ECSE Core" courses (Circuit Analysis, Signals and Systems and Computer Components and Operation). These core courses will be followed by 5 additional 4-credit "gateway" courses (Analog Electronics, Digital Electronics, Fields and Waves, Microelectronics Technology, Computer Architecture, Networks and Operating Systems) over which the student will exercise a fair amount of choice and each of which will also are delivered in the Studio format. This commitment to the Studio format for all large-enrollment, introductory courses has been made possible by the success to date of the ILM project. ECSE faculty have used the Cybertornics game and ILM tutorials such as the 555 Timer and the EE Handbook, and those currently under development on Filters, Operational Amplifiers, and Transistor Amplifiers. The ILM results have allowed the faculty to clearly see how these materials can be used to make our courses both challenging and motivational, and how they can be used to directly link fundamental concepts with their application. ILM materials will be used in the new Circuit Analysis course, the new Signals and Systems course and the new Analog Electronics course. The ILM development methodology and "look and feel" will be used for the development of modules in all other courses slated for the Studio format. Implementation of the use of ILM materials began in the Spring 1996 semester when the 555 Timer Module was used in a freshman-level Introduction to Engineering Electronics course and a junior-level Introduction to Electronic Devices and Circuits course. Students in the juniorlevel course also provided, "user feedback" on the ILM multimedia game, Cybertronics. A pilot version of the new Analog Electronics course will begin during the Fall 1996 semester using a newly-created Circuit/Electronics Studio facility that ECSE has funded from other sources. Students in this facility use multimedia computers which have GPIB interfaces to oscilloscopes, function generators, multimeters, and power supplies. They will also have a full range of protyping materials. All ILM modules will be available in the facility using Netscape as the user interface, and will also be available to students during non-class hours via the campus network. A pilot version of the new Circuit Analysis course will begin in the Spring 1997 semester using the same facility. The first pilot of the new Signals and Systems course is planned for the Fall 1997 semester, using existing computer classroom facilities on the Rensselaer campus. The other courses will be phased in as development proceeds and additional facilities are created. Prototype versions of the ILM have also been shown to representatives from many different industrial companies including ATT, Rockwell, GM Hughes, GTE, Microsoft, Northern Telecom, GE, IBM, and Raytheon. These representatives have included both technical and management audiences. The materials have been used in industrial short courses, and will be incorporated into a course on Product Development being given by the School of Management at Rensselaer. The module on scheduling of manufacturing facilities has been utilized and evaluated in the Spring, 1996, semester in a course on manufacturing performance analysis for managers and industrial engineers. 5 Evaluation In the Interactive Learning Modules, we have focused on testing and deploying the multimedia resources developed in undergraduate Electrical Engineering courses, graduate-level Scheduling courses, and corporate short-courses on the ATT and Boeing campuses. Controlled testing sessions on the Cybertronics alpha version 1.0 were also conducted on an undergraduate population in February and May, 1996. These diverse testing situations have yielded key information on the relative success of the multimedia modules created to date, and have led to more succinct definition of the knowledge engineering process, design for interaction, software engineering implementation, and refining measurement and testing procedures themselves. The 555 Timer was the first electronics design and analysis module created in the ILM. This module was deployed throughout a hands-on first-year laboratory course at Rensselaer called Electronics Design, an innovative course designed to allow the students hands-on learning experience without extensive lecture times. The students were eventually expected to accomplish a design task utilizing task, and their impressions of the ILM 555 Timer program as an effective learning tool ( see Table A, 555 Timer Questionnaire ). Most importantly, the statistics indicated that the multimedia 555 Timer has spurred students to think about how circuit functions ( Q6 ) rather than treating it as a black box, and that the students would now like to learn more about the 555 Timer circuitry having had some introduction to its function through the multimedia 555 timer program. Three out of four questions show students positive attitude towards the 555 Timer. Therefore, the questionnaires revealed that the average mean felt that the multimedia 555 Timer program was a helpful educational aid. The attitudinal mean also correlated with the 32 out of 66 students who showed an exceptional understanding of the internal functioning of the 555 Timer as revealed in short answer questions on their laboratory reports. The ILM generated a complete version of the Cybertronics Design and Manufacturing game simulation in February, 1996. In order to test the pedagogical effectiveness of the game in teaching students about specific electronics design issues encountered in commercial product development, as well as about the manufacturing of electronics, we designed a pre and post test questionnaire and held two testing events with two populations of undergraduate students this spring. The questionnaires had one set of 10 knowledge questions on the subject of electronics design, the manufacturing of electronics, and marketing of new products. Both the pre and post exams contained a duplicate of the set of 10 questions. Our hypothesis was that an improvement in the students scores from the pretest to the posttest indicated that the Cybertronics game was responsible for that learning. The testing environment was controlled through a minimal time delay between pre and post exams of 1.5 hours that the students spent playing the game. No books or notes were allowed during the exam administration and the students were seated apart from each other to eliminate communication. Similar to a classroom situation, numerous ILM developers were available to talk to the students, take notes on features that required debugging, and troubleshoot computer problems during the actual playing of the game. Statistics indicated that the students scores did appreciate between the pre and post exams, indicating that the game itself was the tool they used to learn knowledge about a design and manufacturing environment. More exciting than the raw statistics were the students reactions to the game. In response to did you learn about electronics students wrote, There is more involved in the design of a circuit than making it work, It helped me learn about the rules of the resistors and caps in a circuit, Interactions of all elements in a product make a big difference in cost/performance tradeoffs. All students agreed they learned something they didn't prior to playing, and they ALL wanted to play again. Similarly, they provided the development team with debugging information and invaluable suggestions from the students perspective about what they would like to see improved and what information they would like added. Out of the first testing day, the ILM worked for two months to fix bugs in the software, incorporate more information and feedback to the user at critical points in the decision path, as well as refine the questionnaire testing instrument itself. From a software design perspective, the second testing date went smoothly with no software crashes occurring due to improper software design. The students posttest scores again improved over the pretest, leading us to believe that the Cybertronics game is an effective learning tool in the areas of electronics design and manufacturing. 6 Conclusions Cybertronics has been designed, tested and evaluated to incorporate different levels of ability in each of the marketing, electronics design, and manufacturing knowledge areas to allow people to experience the whole development process while specializing in a particular skill. In addition, we are anticipating that the Cybertronics game will be distributed over the WorldWideWeb, played by students and professionals in refresher courses from a distance during a real-time, virtual classroom space. Students will access Cybertronics and all other ILM material via Netscape and a network connection. Configuring all media and logic within a structured framework also will allow us to update the game more frequently without disturbing the software design architecture, as well as allowing a professor to add material specifically for a class s/he will be teaching. Cybertronics then becomes a part of a flexible software structure that can be modified by instructors and students adding to the knowledge database. A student playing the Cybertronics game to access the Electronics curriculum on Filters, the Electrical Engineering Handbook, and the Marketing Management of Design multimedia piece without ever discontinuing the Cybertronics game. The student's results will be saved to the database dynamically while they access other ILM and network resources in order to play the game more effectively. ACKNOWLEDGEMENTS The ILM Project is funded under NSF Grant No. EEC9416305 from the National Science Foundation as a Manufacturing Education and Training Project of the Technology Reinvestment Program. A large number of students and staff have particpated in the implementation of these materials. George Matey, Albert Wong, Bill Brubaker, and Eric Moon deserve particular thanks. Figure 1: Introductory Navigation Screen for Cybertronics Figure 2: Design Specification for Cybertrons Product Figure 3: Interactive Electronic Circuit Design Screen Figure 4: Parts Order Form for Cybertronics Figure 5: Manufacturing Assembly Plant Layout Figure 6: Scheduling Concepts for the Manufacturing Plant
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