Systematic Testing of Intelligent Mechatronic Systems in a Virtual Environment

Author(s):  
Rafael Radkowski ◽  
Alexander Krupp

This paper introduces a virtual reality-based approach for the systematic testing of intelligent mechatronic systems. The method of systematic testing is a model-based and formal testing method for the verification of the information processing of mechatronic systems. Systematic testing emerges from the field of embedded systems where it is used to evaluate the embedded electric circuits especially the discrete controllers, which are represented by these circuits. The challenge in the field of mechatronic is to evaluate and to understand the test results itself, in particular, the relations between the continuous behavior of the system, the reactions of controller, and the test inputs. Virtual reality facilitates the analysis of systematic tests by the combination of virtual 3D models and visualization techniques. The 3D models show the behavior of the system, visualizations explain the abstract test data. The paper explains the use of VR for the systematic testing, the created visualizations techniques and their benefit with an application example.

Author(s):  
D. Calisi ◽  
F. Cottefoglie ◽  
L. D'Agostini ◽  
F. Giannone ◽  
F. Nenci ◽  
...  

In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo) result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS). Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer) and an immersive viewer for Virtual Reality (ROVINA VR Viewer).


2014 ◽  
Vol 6 (4) ◽  
Author(s):  
Dominika Wilczynska ◽  
Patrycja Lipinska ◽  
Malgorzata Wolujewicz-Czerlonko

AbstractBackground: The purpose of the following research was to find out the influence of imaginary training based on intention implementation on throw effectiveness of young basketball players, both male and female in stressogenic situations. Individual differences (action vs state orientation) between players were also measured in this research.Material/Methods: 76 players (32 females and 44 males) in the cadet category (15-16 years old) from basketball clubs of Gdansk, Gdynia and Sopot took part in this research. In the first stage all players did a throw efficiency test ERPE 05 under two conditions, and their heart rate was measured. Then players were randomly assigned to one of two groups. The first one did imaginary training based on the influence of intention implementation for 10 days, while the other did not. After 10 days ERPE 05 test under two conditions was run again.Results: Test results showed that intention implementation does not influence effectiveness improvement in stressogenic conditions as far as state-oriented players are concerned, but it does lower the physiological cost of physical effort in form of a decreased heart rate.Conclusions: This research proves that visualization training based on implementation instructions does influence young players’ physiology and significantly lowers their heart rate under stressogenic conditions. However useful, visualization techniques used in this research still need other tests and should be applied for a longer period of time to acutely show how they affect young players’ mental preparation


2019 ◽  
Vol 4 (2) ◽  
pp. 176-183
Author(s):  
Ponco Wali

Testing repeat electronic scales with non-automatic scales technical requirements so far is fairly long if not using a calculator or computer. The aim of this research is to compare the repeatability testing method of electronic scales using methods according to the technical requirements of non-automatic scales and the Australian NMI method, both of which refer to OIML R76 in determining the validity or cancellation of electronic scales repeatability testing. This research method is done through repeat testing on 3 samples of electronic scales, then on each electronic scale 2 test methods are performed. The conclusion is that the electronic scales repeatability testing uses the non-automatic scales technical requirements method and the Australian NMI method has some differences although both refer to OIML R76. These differences include several points, namely the charge used, the method of adding additions, the formula for determining electronic scales, and different test results. The Australian NMI method is deemed to make it easier and more time efficient compared to the non-automatic weighing technical requirements method.


2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


2021 ◽  
Author(s):  
Haowen Jiang ◽  
Sunitha Vimalesvaran ◽  
Jeremy King Wang ◽  
Kee Boon Lim ◽  
Sreenivasulu Reddy Mogali ◽  
...  

BACKGROUND Virtual reality (VR) is a digital education modality that produces a virtual manifestation of the real world and it has been increasingly used in medical education. As VR encompasses different modalities, tools and applications, there is a need to explore how VR has been employed in medical education. OBJECTIVE The objective of this scoping review is to map existing research on the use of VR in undergraduate medical education and to identify areas of future research METHODS We performed a search of 4 bibliographic databases in December 2020, with data extracted using a standardized data extraction form. The data was narratively synthesized and reported in line with the PRISMA-ScR guidelines. RESULTS Of 114 included studies, 69 studies (61%) reported the use of commercially available surgical VR simulators. Other VR modalities included 3D models (15 [14%]) and virtual worlds (20 [18%]), mainly used for anatomy education. Most of the VR modalities included were semi-immersive (68 [60%]) and of high interactivity (79 [70%]). There is limited evidence on the use of more novel VR modalities such as mobile VR and virtual dissection tables (8 [7%]), as well as the use of VR for training of non-surgical and non-psychomotor skills (20 [18%]) or in group setting (16 [14%]). Only 3 studies reported the use conceptual frameworks or theories in the design of VR. CONCLUSIONS Despite extensive research available on VR in medical education, there continues to be important gaps in the evidence. Future studies should explore the use of VR for the development of non-psychomotor skills and in areas other than surgery and anatomy.


2013 ◽  
Vol 765-767 ◽  
pp. 1507-1511
Author(s):  
Saeeda Sharmeen Rahman ◽  
Jing Nong Weng

This paper presents the Component-Based Software Engineering (CBSE) approach for usability testing of a web-site based on ISO 9241-11 usability guidance to achieve specified goals with effectiveness, efficiency and satisfaction. Usability testing is a technique used to evaluate a product by testing it on users. A particular type of website i.e. university web site was chosen and segmented in different components in modular forms according to the purpose of that component. Then component wise tasks as per ISO 9241-11 usability guidance were prepared to carry out the usability testing for evaluating the test web-site. After analyzing the results of component based usability testing, a proto-type version of the test web-site was designed in a limited form including all the feedback of test results. Finally, the proto-type web-site was re-evaluated for establishing the effectiveness of component based web usability method with the same tasks. The proposed component based usability testing method is expected to improve the design/content issues of web-site resulting the web-site much more user friendly, effective and less time and cost consuming.


Author(s):  
Bin Chen ◽  
John Moreland

Magnetic resonance diffusion tensor imaging (DTI) is sensitive to the anisotropic diffusion of water exerted by its macromolecular environment and has been shown useful in characterizing structures of ordered tissues such as the brain white matter, myocardium, and cartilage. The water diffusivity inside of biological tissues is characterized by the diffusion tensor, a rank-2 symmetrical 3×3 matrix, which consists of six independent variables. The diffusion tensor contains much information of diffusion anisotropy. However, it is difficult to perceive the characteristics of diffusion tensors by looking at the tensor elements even with the aid of traditional three dimensional visualization techniques. There is a need to fully explore the important characteristics of diffusion tensors in a straightforward and quantitative way. In this study, a virtual reality (VR) based MR DTI visualization with high resolution anatomical image segmentation and registration, ROI definition and neuronal white matter fiber tractography visualization and fMRI activation map integration is proposed. The VR application will utilize brain image visualization techniques including surface, volume, streamline and streamtube rendering, and use head tracking and wand for navigation and interaction, the application will allow the user to switch between different modalities and visualization techniques, as well making point and choose queries. The main purpose of the application is for basic research and clinical applications with quantitative and accurate measurements to depict the diffusivity or the degree of anisotropy derived from the diffusion tensor.


Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


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