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12 Space traffic management: a simulationbased educational app for learners

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Abstract

Due to the swift creation of human-centric applications and technologies, educational and training programs are progressively transforming toward newer ecosystems of modernization through the adoption of augmented and virtual reality technologies. Simulations and gamifications in engineering education and training could play a huge role in imparting knowledge with entertainment and amusement thereby bringing in positive and effortless understanding of concepts among the students. Foreseeing this, a game based on virtual reality named “Space Traffic Management” has been incepted with the purpose to disseminate space flight and astrodynamics learning environment in the current education scenario. The game, chosen in the national level toy hackathon event (Toycathon 2021), is a typical simulation of realistic space traffic schema with infotainment factor for helping to simplify space education among aspiring students and bring value in their practical understanding. The game helps in stimulating strategic understanding among the players by providing them an invigorating environment consisting of animations, graphics, sound effects, and music. This chapter reports the inception of this game prototype with the mathematical theory related to its creation.

Abstract

Due to the swift creation of human-centric applications and technologies, educational and training programs are progressively transforming toward newer ecosystems of modernization through the adoption of augmented and virtual reality technologies. Simulations and gamifications in engineering education and training could play a huge role in imparting knowledge with entertainment and amusement thereby bringing in positive and effortless understanding of concepts among the students. Foreseeing this, a game based on virtual reality named “Space Traffic Management” has been incepted with the purpose to disseminate space flight and astrodynamics learning environment in the current education scenario. The game, chosen in the national level toy hackathon event (Toycathon 2021), is a typical simulation of realistic space traffic schema with infotainment factor for helping to simplify space education among aspiring students and bring value in their practical understanding. The game helps in stimulating strategic understanding among the players by providing them an invigorating environment consisting of animations, graphics, sound effects, and music. This chapter reports the inception of this game prototype with the mathematical theory related to its creation.

Chapters in this book

  1. Frontmatter I
  2. Foreword V
  3. Preface VII
  4. Acknowledgments XIII
  5. Contents XV
  6. List of contributors XVII
  7. 1 Application of AR and VR for supply chain: a macro perspective approach 1
  8. 2 An intelligent traffic control system using machine learning techniques 19
  9. 3 Proficient implementation toward detection of thyroid nodules for AR/VR environment through deep learning methodologies 35
  10. 4 Convergence of AR/VR with IoT in manufacturing and their novel usage in IoT 77
  11. 5 Proficiency of Metaverse using virtual reality for industry and users perspective 99
  12. 6 Retailing and e-commerce riding on technology: augmented reality and virtual reality 127
  13. 7 Inclusive education through augmented reality (AR) and virtual reality (VR) in India 147
  14. 8 Exploring practical use-cases of augmented reality using photogrammetry and other 3D reconstruction tools in the Metaverse 163
  15. 9 An empirical analysis of conspicuous consumption of luxury cosmetic products via augmented reality technology concerning India’s workforce 187
  16. 10 Application of virtual reality and augmented reality technologies to boost the technical capabilities for a constructive and effective learning in education for a performing virtual eco-system: a design thinking approach 203
  17. 11 Role of augmented reality and virtual reality in sports 221
  18. 12 Space traffic management: a simulationbased educational app for learners 237
  19. 13 Integration of virtual reality in the e-learning environment 253
  20. 14 The resurgence of augmented reality and virtual reality in construction: past, present, and future directions 275
  21. Editors’ biography 293
  22. Index 295
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