VR Training Environment for Electrical Vehicle Assembly Training in EEC

Author(s):  
Prawit Boonmee ◽  
Benchaporn Jantarakongkul ◽  
Prajaks Jitngernmadan
2014 ◽  
Vol 998-999 ◽  
pp. 712-716
Author(s):  
Jie Zhang ◽  
Fang Wang ◽  
Xin Jun Wang

In view of the problems of long training cycle, big loss, low frequency and high costs exists in traditional assembly repair training, this article builds a three-dimensional virtual training environment and a training method combined presentation and interaction using virtual reality technology. This application enables trainees to learn the WS2400A2 type special equipment chassis assembly repair knowledge on personal computer. This application not only can improve the training quality and efficiency, shorten the training cycle, save training funds and reduce equipment loss, also, has the advantages of safety, are not affected by the conditions of use and environmental restrictions.


Author(s):  
Atif Qamar ◽  
Zahed Siddique

The role of multimedia enriched web-based applications is being widely accepted as an effective training and instruction mechanism for technical training. Individualized training tools can be created to fit the trainee’s needs. The use of three-dimensional visualization for the web-based training environments plays a key role in building an effective and highly interactive training application. There are still needs to overcome problems regarding the integration of multimedia objects such as three-dimensional animation and simulation. The main objective of this research is to develop the training system with the help of the latest multimedia tools and using the internet as a delivery media. The use of the three-dimensional visualization adds a significant improvement in web-based environment for technical and engineering trainings. In order to accomplish the goals of this research, two kinds of environments are established. Although, the training sections of both the environments are same, there is a difference in terms of editing the position and appearance of the solid models inside the training environment. In the first environment, there is always need of multimedia specialist to edit the position and appearance of the solid models inside the environment. Second environment is provided with a text-based HTML file to provide the easy editing tool for controlling the solid models inside the training environment.


Author(s):  
Ben B. Morgan ◽  
Albert S. Glickman ◽  
Elizabeth A. Woodard ◽  
Arthur S. Blaiwes
Keyword(s):  

2005 ◽  
Author(s):  
Michael T. Gately ◽  
Sharon M. Watts ◽  
John W. Jaxtheimer ◽  
Robert J. Pleban

2012 ◽  
Author(s):  
Cheryl I. Johnson ◽  
Heather A. Priest-Walker ◽  
Paula J. Durlach ◽  
Stephen R. Serge

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


2011 ◽  
Vol 25 (3) ◽  
pp. 253-257 ◽  
Author(s):  
Hongyu Guo ◽  
Jiuchun Jiang ◽  
Jiapeng Wen ◽  
Jiayue Wang

Sign in / Sign up

Export Citation Format

Share Document