Positive Computing in Virtual Reality Industrial Training

Author(s):  
Michele Gattullo ◽  
Enricoandrea Laviola ◽  
Michele Fiorentino ◽  
Antonio E. Uva
2021 ◽  
pp. 59-80
Author(s):  
Benjamin Knoke ◽  
◽  
Moritz Quandt ◽  
Michael Freitag ◽  
Klaus-Dieter Thoben

The purpose of this research is to aggregate and discuss the validity of challenges and design guidelines regarding industrial Virtual Reality (VR) training applications. Although VR has seen significant advancements in the last 20 years, the technology still faces multiple research challenges. The challenges towards industrial VR applications are imposed by a limited technological maturity and the need to achieve industrial stakeholders' technology acceptance. Technology acceptance is closely connected with the consideration of individual user requirements for user interfaces in virtual environments. This paper analyses the current state-of-the-art in industrial VR applications and provides a structured overview of the existing challenges and applicable guidelines for user interface design, such as ISO 9241-110. The validity of the identified challenges and guidelines is discussed against an industrial training scenario on electrical safety during maintenance tasks.


2020 ◽  
Author(s):  
Yuhan Liu ◽  
Qian Sun ◽  
Yong Tang ◽  
Ying Li ◽  
Weiqi Jiang ◽  
...  

Author(s):  
Manoj Srinivasan ◽  
Syed T. Mubarrat ◽  
Quentin Humphrey ◽  
Thomas Chen ◽  
Kieran Binkley ◽  
...  

In this study, we developed a low-cost simulated testbed of a physically interactive virtual reality (VR) system and evaluated its efficacy as an occupational virtual trainer for human-robot collaborative (HRC) tasks. The VR system could be implemented in industrial training applications for sensorimotor skill acquisitions and identifying potential task-, robot-, and human-induced hazards in the industrial environments. One of the challenges in designing and implementing such simulation testbed is the effective integration of virtual and real objects and environment, including human movement biomechanics. Therefore, this study aimed to compare the movement kinematics (joint angles) and kinetics (center of pressure) of the human participants while performing pick-and-place lifting tasks with and without using a physically interactive VR testbed. Results showed marginal differences in human movement kinematics and kinetics between real and virtual environment tasks, suggesting the effective transfer of training benefits from VR to real-life situations.


Author(s):  
David Martinez Oliveira ◽  
Sandra Castro Cao ◽  
Xulio Fernandez Hermida ◽  
Fernando Martin Rodriguez

Author(s):  
Guoheng Chen ◽  
John Moreland ◽  
Daniel Ratko ◽  
Li Jin ◽  
Hao Shen ◽  
...  

Virtual Reality (VR) is an emerging technology that creates a computer-generated immersive environment to provide users a realistic experience. VR has been applied to an increasing number of fields across different disciplines. Considerable progress has been made to apply VR to the engineering field, allowing the user to interpret data. However, the implementation of VR in complex simulation applications requires further and specific developments to more effectively and efficiently visualize the numerical models. The present study focuses on developing a solution to convert and visualize simulation results as well as constructing virtual engineering processes for industrial training in a VR system. By integrating and customizing multiple software packages, several functionalities have been designed and introduced to the VR package for interactive visualization. The newly developed integration of VR and engineering simulation has provided an efficient means of visualizing and analyzing huge amounts of numerical data in a virtual environment. This integration offers a technology to aid the design and optimization of industrial processes by empowering people to work collaboratively and intuitively to reduce design time for better engineering solutions. The VR based applications provide a virtual operating environment for the purpose of research and development as well as education and training.


Author(s):  
Ahm Shamsuzzoha ◽  
Rayko Toshev ◽  
Viet Vu Tuan ◽  
Timo Kankaanpaa ◽  
Petri Helo

2020 ◽  
Vol 10 (22) ◽  
pp. 8224
Author(s):  
Jose E. Naranjo ◽  
Diego G. Sanchez ◽  
Angel Robalino-Lopez ◽  
Paola Robalino-Lopez ◽  
Andrea Alarcon-Ortiz ◽  
...  

The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.


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