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VR-based computer maintenance practical training platform development design and application research

Publicado en línea: 23 Dec 2022
Volumen & Edición: AHEAD OF PRINT
Páginas: -
Recibido: 18 Jul 2022
Aceptado: 07 Sep 2022
Detalles de la revista
License
Formato
Revista
eISSN
2444-8656
Primera edición
01 Jan 2016
Calendario de la edición
2 veces al año
Idiomas
Inglés
Introduction

With the gradual enhancement of scientific research capabilities around the world, new technologies continue to emerge, and the current momentum of VR technology development is strong. The source of China’s VR industry development is based on the development and application of a computer repair training platform. In the context of computer repair training platform, VR technology can be applied to the display of computer parts to achieve the development and design of a training platform combined with virtual reality. Therefore, it can be foreseen that ‘VR industry + practical training platform’ has great potential and will certainly promote the upgrading of the display industry. Universities are actively thinking about how to carry out teaching reform, and today, with the rapid development of technology, using information technology to implement teaching reform is undoubtedly the best choice [13]. In order to accelerate the process of teaching reform, various interactive online learning platforms using multimedia computer technology and network technology have emerged. To a certain extent, this will weaken students’ motivation to participate in teaching [4, 5]. Therefore, based on this situation, a new technology, VR, has entered the education field with its rapid development. The basic principle of virtual reality (VR) technology is to construct a corresponding three-dimensional virtual space with the help of computer graphics rendering technologies to give users sensory perceptions, including visual, auditory and tactile sensations, so that users can feel as if they are in a virtual environment, and at the same time, users can feel the information from the virtual reality world and interact with it [6, 7]. The products based on VR technology are listed in Table 1, and the analysis shows that with the development of science and technology, VR technology has gradually penetrated into all aspects of life [8]. The main reason is that the virtual reality technology allows people to create a real feeling of being there and to perform corresponding activities and communication [9, 10]. The main feature of VR technology is the perfect match between virtual and reality, which gives people a sensory experience [11]. VR technology mainly includes sensing technology, stereoscopic display technology, network technology, voice recognition, stereo sound technology and data communication technology [12].

Percentage of VR technologies in each application area

Product nameVR technology share (%)
Recreational machine45%
Scenario teaching76%
Intelligent driving52%
Supermarket shopping85%

In recent years, the development of virtual reality technology has advanced rapidly due to, firstly, the rapid progress of computer technology and computer graphics processing technology, and secondly, the application of virtual reality technology to many industries, and has reached very high achievements. People are more and more favourable to virtual reality technology [13, 14]. At this stage, VR technology has started to be applied in many fields, such as education, entertainment, medical, military and heritage conservation. The application of VR in the field of education first originated in some major developed countries, like Europe and the United States, and has been developed for nearly three decades. The pioneer in VR teaching is the electrical engineering department of MIT in the United States, which brought VR technology to the classroom soon after its emergence [15, 16]. Based on these analyses, Zhang [17] proposed new ideas on how to use VR technology in teaching and learning, and Damiani et al. [18] presented a typical case study on the use of VR technology in teaching and learning, called ‘The Book of the Future’. Fealy et al. [19] built a Web-based exploratory virtual physics laboratory using JAVA technology, which contains three main research directions: firstly, research on experimental courses; secondly, research on virtual experimental apparatus and facilities; and third, research on collaborative learning. Burova et al. [20] used QuickTime technology to conduct research and a complete demonstration of the VR Potala Palace. Cassidy et al. [21] effectively proposed the technique of expression and lip sync in VR-related projects, which contributed to the great development of VR technology. Burova et al. [22] focused on virtual roaming and used virtual modelling and virtual driver training in urban planning. In a theoretical sense, the computer maintenance training platform itself is a very important part of the vocational training of students, and it is an essential part for them. The introduction of VR technology into practical training can theoretically bring new developments to the teaching of practical training and make up for the lack of theoretical guidance. Education informatisation has become the tone of education in the whole society, and on top of that, how to improve the existing computer repair practical training platform through VR technology to develop a more complete teaching model is under discussion [2325]. In addition, the current status of the computer maintenance practical training platform is more limited to the theoretical level, and the practical scenarios are extremely limited. How to combine the current situation of practical training teaching and the limitations suffered at the current stage, through VR technology to optimise the teaching mode, can perfectly match the teaching needs of the current computer maintenance practical training platform and effectively improve the quality of practical training teaching [26, 27]. In a practical sense, the current educational information reform conducted by the computer maintenance training platform requires the use of VR technology, and VR technology in the classroom is of great practical importance for the development of practical training courses.

VR technology in the practical training courses can effectively solve the drawbacks of the traditional teaching model. At present, due to the expansion of students and effective funding, traditional practical training courses are bound to have limited training stations and outdated equipment, coupled with the danger of some practical training projects, and students need to take greater risks in the process of experience. These problems can be solved through VR technology so that students can get a lot of practical training experience through VR technology, avoiding the problem of high risk of practical training projects. These problems can be solved by VR technology, which allows students to get a lot of practical training experience through VR technology and avoid the problem of high danger of the project [28, 29]. At the same time, VR technology also allows students to practice a project several times to improve the effect of practical training [30, 31]. Secondly, for students attending computer maintenance practical training courses, technology learning requires long-term and repeated practice, and VR technology can provide an opportunity for them to repeatedly practice a project through VR technology, and with a small amount of real experience, the students’ practical training ability can be greatly improved, which can not only reduce the error rate of students in real operation but also develop practical skills for students. This practice not only reduces the error rate of students in real operation but also cultivates a sense of achievement in practical operation for students and improves their interest in learning and self-confidence [32, 33]. Finally, the wide application of VR technology in practical training courses not only allows students to gain fresh experiences through VR technology but also allows teachers to supplement their teaching methods by attending conferences and trainings of some specialised courses without leaving home, improving their teaching level, obtaining richer teaching resources and, at the same time, mastering the latest information on teaching methods and professional technologies and cultivating teachers’ developmental awareness [34, 35].

Therefore, this research uses VR technology as the theoretical basis and conducts an in-depth study on the demand of VR technology application in the computer maintenance practical training platform development design and application by establishing a neural Turing machine (NTM) algorithm model, and quantitative and qualitative analyses of the platform development design according to the application of VR technology.

Research on VR model based on NTM algorithm

For the development, design and application of the computer maintenance practical training platform, perfect integration with VR technology is the difficulty and the key point, which is related to the operability of the practical training platform and the improvement of teaching quality. To improve the matching of VR technology in the computer maintenance practical training platform, a VR model based on the NTM algorithm is established.

An NTM is a neural network architecture with the addition of an external storage matrix. The external storage matrix enhances the neural network’s ability to remember long input sequences, forming an attention mechanism similar to the Seq2Sep model. This external memory-based architecture is consistent with a computer Turing machine, except that in contrast to a computer Turing machine, an end-to-end microscopic neural network model of the NTM can be trained using a gradient descent for the network model. The main components of the NTM are a controller, a read/write terminal and an external memory. It is the neural network that generally acts as the NTM controller. This section is divided into two main parts for the study.

NTM algorithm research

The controller in the NTM is equivalent to the CPU in the computer, its external memory is equivalent to the memory of the computer, and its read/write terminal is equivalent to the IO device of the computer. The controller modifies and reads the memory block through the read/write terminal. During the operation of the computer, the CPU addresses the data information according to the control signal from the controller and determines the location in the memory to read and write the data information. Unlike the actual machine, there is no derivable concept for computer operations on memory, whereas in the NTM, all read and write operations on the memory block matrix are derivable. k vector is the weight vector to be calculated, the result of NTM addressing satisfies the normalisation condition of Eq. (1), and the result of reading on the external memory matrix satisfies the relationship of Eq. (2).

i=1i=mki=1 r=i=1mkivi

The addressing of the NTM, that is, the process of calculating the weights corresponding to all the vectors in the external matrix, includes addressing by content and addressing by position. Addressing by content requires first calculating the similarity between the target vectors given by the controller and all the vectors in the external matrix of the NTM, while addressing by position makes some adjustments to the results of the addressing by the content process according to their position coordinates in the memory matrix. Addressing by content and addressing by position jointly realise the addressing of the NTM and form the effect of attention mechanism. The general addressing formula of the NTM is as follows: wtc(i)=exp(βtK[kt,Mt(i)])j=0N1exp(βtK[kt,Mt(j)])

The key for content addressing part of the NTM is very similar to the role of the attention mechanism. Addressing by content requires a normalised weight value for all vectors in the memory, and when reading and modifying the external memory matrix in the NTM, it needs to be modified to varying degrees depending on the result of the addressing. This process attention mechanism is very similar. In the addressing process of the NTM, the output vector k of the controller needs to make a similarity judgment with each vector in the memory matrix. The general implementation method is to calculate the distance between the vector and each vector in the memory matrix as the similarity result. This similarity is calculated by the following Eq. (4): k[u,v]=uvuv

The part of computing similarity can be computed using the Luong attention mechanism, which is widely used in sequence applications and has achieved effective enhancements in several areas of natural language processing. This attention mechanism belongs to one of the implementations of the global attention mechanism, in which the hidden state vector of the target is compared with all the output states of the encoder during the computation of the intermediate semantic vector, and a weight vector of length equal to the time step of the encoder is computed. The weights of this attention are calculated as given in the following Eq. (5): at(s)=exp(score(ht,h^s))sexp(score(ht,h^s))

There are many ways to calculate the score here, and the current mainstream calculation is given in the following Eq. (6): score(ht,h^s)={htTh^sdothtTWah^sgeneralvaTtanh(Wa[ht,h^s])concat

In this study, the general approach is mainly used to calculate similarity. The corresponding attention weight calculation method, in the NTM improved the addressing mechanism, corresponding to the content-based addressing intermediate vector wtc calculation method as given in the following Eq. (7): wtc(s)=exp(βtscore(ht,h^s))sexp(βtscore(ht,h^s))

In the decoder part enhanced with the external memory matrix, after addressing by content, it is still necessary to use addressing by position to further obtain more accurate different weights of each vector in the external memory matrix. This part mainly includes three processes: linear interpolation, transfer and sharpening, which are calculated as follows: wtg=gtwtc+(1gt)wt1 w^t(s)=j=0N1wtg(j)st(sj)

Research on VR model based on NTM algorithm

The output of the NTM controller controls the workflow of the entire NTM-VR model. The controller is implemented as a neural network, which means it can be a recurrent neural network or a fully connected or convolutional network, and the neural network controller interacts with the whole system input and output. The read and write sides of the NTM-VR model calculate the weights of each vector in the external memory matrix in the current state based on the control signals from the controller and then perform read and write operations on the external memory based on the weights. The NTM-VR model needs to calculate a set of weight coefficients for both the read and write operations of the external memory matrix, and this process of finding the weight coefficients is the addressing process of the NTM-VR model.

wt(s)=w^t(s)γtj=0N1w^t(j)γt

The moment in the previous formula is t, and wt is the vector of addressing results. Eq. (8) represents a linear interpolation with the result of the previous addressing, where gt[0,1] . Eq. (9) represents an one-dimensional convolution, that is, to change the addressing process may produce the offset. Eq. (10) represents the sharpening process, which can give more weight to some important positions in the addressing result, thus making the variance of the weight distribution larger, where γt1 .

The decoder is another NTM-VR model parameter module with weights separate from the NTM-VR model. The advantage of this model is that the input data and output data are in different data distributions, and their respective data distributions can be represented by their respective NTM-VR model neurons separately, and the network is easier to converge and can achieve better training results, but the total number of weights is twice that of the encoder or decoder when the dimensions of their hidden states are the same, which may affect the working efficiency of the system in some scenarios.

hienc=RNN(Wenc,Xi) hidec=RNN(Wdec,Yi1,hiattn)

This subsection shares the weights of the decoder and the encoder, as in Eq. (13), so that the parameters of the whole NTM-VR model are reduced by half by sharing the weights of the NTM-VR model, but the processes of encoding and decoding in the Seq2Seq algorithm remain unchanged.

Wenc=Wdec

After merging the weights, the model eliminates the attention layer in Seq2Seq and provides a new attention mechanism based on the NTM mechanism for a model with shared encoder and decoder weights. The NTM exists an m-row and n-column memory matrix externally. In the encoding phase, the elements of the matrix in the NTM are modified by encoding generated control information to achieve the role of generating memory, and in the decoding phase, the elements of the matrix in the current NTM are read and modified by the control information generated by decoding. Decoding modifies the memory content while also getting the memory generated from the encoding and decoding stages, and the formula of the process of generating attention mechanism through the NTM in the decoding stage is given in Eq. (14).

hiattn=NTM(Mmn,hidec)

Each weight in the neural network is a parameter value of the floating point type during the participation in the calculation, and the gradient of the quantised value is calculated by the reverse transfer of the gradient. But at this time, this gradient value is used to update the previously saved up floating point type of parameter value. The process of the reverse transfer of gradient is shown in Eq. (15).

gw=gwb

Following this process, both forward inference and gradient back propagation of the model can be completed. When the model is fully trained, a final quantisation operation can be performed using the latest floating point parameters to form the quantised neural network and weights with the following Eqs (16) and (17): xint=round(xS)+z xQ=clamp(0,Nlevel1,xint)

The replacement of value types in the quantisation process of the network model requires a uniform transformation of the original range of values into a new range of integer-type values, and there is a conversion process of scales and zeros in this process. The quantisation process is shown in Eq. (16), where s represents the scale, which is the range of variation of floating point numbers corresponding to one unit of the integer type, and z represents the zero point in the quantisation process, the threshold range before the quantisation of the weight value, which is a symmetric range about the z value. This symmetrical range can be simplified by the following Eq. (18): clamp(a,b,x)={axaxaxbbxb

The corresponding process of finding the floating point number corresponding to each quantised value during the training process is called inverse quantisation, in which can be carried out using the following Eq. (19): xfloat=(xQz)s

The quantisation method using zeros makes the quantised results symmetrically distributed, but the introduction of zeros increases the computational effort in the quantisation process exponentially. The design can be quantised using a quantisation process with a fixed value of zero. This quantisation process can be simplified using the following Eqs (20) and (21): xint=round(xs) xQ=clamp(0,Nlevel1,xint)

This fixed zero point corresponds to the inverse quantisation, as given in the following Eq. (22): xfloat=(xQz)s

For the sequence generation model and sequence classification model, the quantisation method in this subsection is used to compress the weights of the NTM-VR model in the feature extraction network, which can further obtain a more lightweight network structure.

Research on practical training platform based on NTM-VR model
Research on VR technology-based practical training environment system

In the current computer maintenance training platform teaching in colleges and universities, the teaching and teaching content of the practical training courses as well as the actual social work cannot meet the needs of course teaching and actual social work mainly because the computer network courses emphasise theoretical teaching and ignore the practical training, and because of the low utilisation rate of laboratory equipment. The maintenance training platform teaching content is too old, which is away from the actual needs of society. The content of experimental training cannot be perfectly combined with the theoretical course, and the mode of practical training is too single. Therefore, it is urgent to build a reasonable structure and perfect function of the practical training teaching platform to meet the needs of practical training and better cultivate network technology talents in line with the needs of society. And the use of traditional computer network experimental rooms to carry out network experiments, often using direct plugging and unplugging line connection equipment experimental methods, has several major drawbacks: first of all, a lot of students’ experimental time is wasted in plugging and unplugging lines, rather than in the experimental content, which results in poor learning. Secondly, a large number of students plug and unplug lines at the same time; the scene is chaotic; the teacher’s energy is wasted in maintaining order in the classroom, so they cannot concentrate on counselling students to perform experiments; thus, the teaching effect is poor. Thirdly, the loss of equipment in the experimental process is very serious. The use of simulation technology in the teaching of the computer maintenance training platform can effectively avoid the aforementioned problems.

Therefore, factoring in the needs of teachers and students and the existing training platform as a parameter, we used the NTM-VR model for simulation analysis. The analysis results are shown in Figure 1. Analysis of Figure 1 shows that students’ acceptance of the VR training platform is 67.4%, which is much higher than 32.6% acceptance for the traditional platform; and teachers’ acceptance of the VR training platform is as high as 71.5%. The calculation results show that the VR technology-based computer maintenance practical training platform can not only connect the real equipment integrated network practical training environment into the Internet but also connect each laboratory bench unit of the practical training platform. With the open design, students can break through the limitation of time and space to carry out practical training exercises using this module. Students can configure the equipment in the experimental environment by simply logging onto the access controller of the practical training system through the Internet and entering the name of the corresponding equipment to access the unit for experiments, which greatly enhances students’ participation and improves teachers’ teaching quality.

Fig. 1

Comparison of the acceptance of VR training platform by teachers and students in schools

Research on the design of resource library of practical training platform based on VR technology

The teaching resource library is designed to categorise scattered and messy teaching resources, store them in an orderly manner, and provide students and teachers with uploading, retrieving and downloading functions so that students can obtain teaching resources and practice topics conveniently through the Internet when they need them and realise the sharing of teaching resources. This will change the traditional teaching concept, teaching style and learning style, combining task-based learning and project-based teaching methods, turning students from being indoctrinated in learning to being inquirers in learning, highlighting the position of students as the main body and centre in the learning process. At the same time, the use of teaching resources library can also realise fragmented learning, students can carry out independent learning when they have free time, choose teaching resources according to their needs, selectively choose learning resources according to their learning situation and learning progress and realise personalised learning. Therefore, the learning intensity, learning outcomes and practical training platform approach are brought into the NTM-VR model for simulation analysis, and the results are shown in Figure 2. From Figure 2, it can be seen that under the uniform learning intensity, the learning outcome based on the VR computer repair practical training platform is 76%, which is much higher than the learning outcome based on the traditional computer repair practical training platform of 24%. This shows that VR technology connects the practical training platform to the real virtual, and at the same time, it can make the computer-related parts real in front of students so that they can master computer repair skills more quickly. Under the unified learning outcome, the learning intensity of the VR-based computer repair practical training platform is only 32%, which is much lower than the learning intensity of 68% based on the traditional computer repair practical training platform. This shows that VR technology brought into the classroom can drive students’ motivation and improve the acquisition of students’ learning skills while reducing the learning intensity. The aforementioned data calculation results show that the open computer network implementation platform uses a combination of virtual and real experimental environment and online teaching mode, introduces advanced teaching concepts and teaching modes, builds shareable computer network course practical training teaching resources and creates a teaching platform that fully supports online practical training. It can build an experimental teaching system that unites knowledge and ability. The goal of the computer maintenance training platform is not simply to master the network foundation of computers and practical training tools but also to develop computer network courses and computational thinking skills around ‘computing’.

Fig. 2

Comparative analysis studies of the functions of the traditional platform and VR practical training platform

Research on the development goal of VR-based computer maintenance practical training platform

According to the aforementioned calculation results and field research, it is known that the computer maintenance practical training platform is developed and designed for the purpose of enriching the types of experiments for students because students can only carry out the networking practice in the network practical training course through the real practical training environment and cannot create a fault scenario. The virtual simulation technology can create a fault scenario for students and exercise their ability to apply their knowledge flexibly. Therefore, in order to make the VR computer maintenance practical, the training platform designed in this study must have the following four major functions for more realistic use:

Update the experimental teaching content, which requires computer network courses in the framework of the complete knowledge and ability of the curriculum system, a comprehensive update of teaching content consistent with the computer subject planning. To explore the ‘‘computational thinking skills, computer network technology application skills, multidisciplinary cross-fertilization’’ of the unity of knowledge and ability training system, and to establish a practical training system to adapt to it, from the training program to fully support the unity of knowledge and ability of the course, the establishment of a new curriculum system in line with the development of the times and social needs.

Open-type virtual and real experimental environment supports the reform of teaching methods. Computer science is supported by information technology, and the flow and changes of information are invisible, which is a difficult problem plaguing the development and teaching reform of computer science. A key problem yet to be solved is presenting new structures and new content experiments.

Online shared resource library construction: In order to solve the shortage of teaching resources, the open computer network practical training platform is required to provide resource-rich and diverse forms of teaching resource library[ to realise the teaching resource library, open computer network practical training platforms and teaching resource interoperability; and to provide support tools for teaching and experimental teaching of computer network courses.

Fully support the whole process of practical training teaching: The practical training platform needs to track the whole process of experimental teaching, including the maintenance of experimental project library of experimental courses, practical training teaching arrangement, intelligent guidance of experimental process, automatic evaluation of experimental reports, experiments into the multi-colour statistics query, digital resource management, teacher-student interactive communication and other functions.

Conclusion

In the past, schools paid more attention to the theoretical education of computer maintenance than to practical education, which is largely due to the fact that it is time-consuming and costly to provide practical education to students. The introduction of VR technology can simulate the actual situation for students, and the VR display can not only enhance students’ interest but also deepen their impressions. Therefore, this research has used VR technology as the theoretical basis, established the NTM algorithm model and conducted an in-depth study on the demand, development design and application of VR technology in the computer maintenance practical training platform.

The demand of teachers and students and the existing practical training platform are taken as the parameters and incorporated into the NTM-VR model for simulation analysis. The calculation results show that the acceptance of the VR practical training platform by university students is quite high at 67.4%, which is much higher than the traditional platform acceptance of 32.6%, and the acceptance of VR practical training platform by teachers is as high as 71.5%. The aforementioned calculation results show that with the open design, students can break through the time and space constraints to carry out practical training exercises using this module.

Including the learning intensity, learning outcomes and the way of practical training platform into the NTM-VR model for simulation analysis, the results show that the learning outcomes based on the VR computer repair practical training platform are 76% under the uniform learning intensity, which is much higher than the learning outcomes based on the traditional computer repair practical training platform of 24%. This means that VR technology is able to build an experimental teaching system that unifies knowledge and energy. It is also able to introduce advanced teaching concepts and teaching modes, build shareable teaching resources for practical training of computer network courses and create a teaching platform that fully supports online practical training.

In order to make the VR computer maintenance practical training platform designed in this study more realistic for use, it must have the following four major functions: updating experimental teaching content, an open virtual-real experimental environment, building an online shared resource library and supporting the whole process of comprehensive practical training teaching.

Fig. 1

Comparison of the acceptance of VR training platform by teachers and students in schools
Comparison of the acceptance of VR training platform by teachers and students in schools

Fig. 2

Comparative analysis studies of the functions of the traditional platform and VR practical training platform
Comparative analysis studies of the functions of the traditional platform and VR practical training platform

Percentage of VR technologies in each application area

Product name VR technology share (%)
Recreational machine 45%
Scenario teaching 76%
Intelligent driving 52%
Supermarket shopping 85%

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