Digital Twin: Collaborative Virtual Reality Environment for Multi-Purpose Industrial Applications

Author(s):  
Vladimir Kuts ◽  
Tauno Otto ◽  
Yevhen Bondarenko ◽  
Fei Yu

Abstract Industrial Digital Twins (DT) is the precise virtual representation of the manufacturing environment and mainly consists of the system-level simulation, which combines both manufacturing processes and parametric models of the product. As being one of the pillars of the Industry 4.0 paradigm, DT-s are widely integrated into the existing factories, enhancing the concept of the virtual factories. View from the research perspective is that experiments on the Internet of Things, data acquisition, cybersecurity, telemetry synchronization with physical factories, etc. are being executed in those virtual simulations. Moreover, new ways of interactions and interface to oversee, interact and learn are being developed via the assistance of Virtual Reality (VR) and Augmented Reality (AR) technologies, which are already widely spread on the consumer market. However, already, VR is being used widely in existing commercial software packages and toolboxes to provide students, teachers, operators, engineers, production managers, and researchers with an immersive way of interacting with the factory while the manufacturing simulation is running. This gives a better understanding and more in-depth knowledge of the actual manufacturing processes, not being directly accessing those. However, the virtual presence mentioned above experience is limited to a single person. It does not enable additional functionalities for the simulations, which can be re-planning or even re-programming of the physical factory in an online connection by using VR or AR interfaces. The main aim of the related research paper is to enhance already existing fully synchronized with physical world DT-s with multi-user experience, enabling factory operators to work with and re-program the real machinery from remote locations in a more intuitive way instead thinking about final aim than about the process itself. Moreover, being developed using real-time platform Unity3D, this multiplayer solution gives opportunities for training and educational purposes and is connecting people from remote locations of the world. Use-cases exploits industrial robots placed in the Industrial Virtual and Augmented Reality Laboratory environment of Tallinn University of Technology and a mobile robot solution developed based on a collaboration between the University of Southern Denmark and a Danish company. Experiments are being performed on the connection between Estonia and Denmark while performing reprogramming tasks of the physical heavy industrial robots. Furthermore, the mobile robot solution is demonstrated in a virtual warehouse environment. Developed methods and environments together with the collected data will enable us to widen the use-cases with non-manufacturing scenarios, i.e., smart city and smart healthcare domains, for the creation of a set of new interfaces and multiplayer experiences.

2021 ◽  
Author(s):  
David Harborth ◽  
Katharina Kümpers

AbstractNowadays, digitalization has an immense impact on the landscape of jobs. This technological revolution creates new industries and professions, promises greater efficiency and improves the quality of working life. However, emerging technologies such as robotics and artificial intelligence (AI) are reducing human intervention, thus advancing automation and eliminating thousands of jobs and whole occupational images. To prepare employees for the changing demands of work, adequate and timely training of the workforce and real-time support of workers in new positions is necessary. Therefore, it is investigated whether user-oriented technologies, such as augmented reality (AR) and virtual reality (VR) can be applied “on-the-job” for such training and support—also known as intelligence augmentation (IA). To address this problem, this work synthesizes results of a systematic literature review as well as a practically oriented search on augmented reality and virtual reality use cases within the IA context. A total of 150 papers and use cases are analyzed to identify suitable areas of application in which it is possible to enhance employees' capabilities. The results of both, theoretical and practical work, show that VR is primarily used to train employees without prior knowledge, whereas AR is used to expand the scope of competence of individuals in their field of expertise while on the job. Based on these results, a framework is derived which provides practitioners with guidelines as to how AR or VR can support workers at their job so that they can keep up with anticipated skill demands. Furthermore, it shows for which application areas AR or VR can provide workers with sufficient training to learn new job tasks. By that, this research provides practical recommendations in order to accompany the imminent distortions caused by AI and similar technologies and to alleviate associated negative effects on the German labor market.


2019 ◽  
Vol 3 (1) ◽  
pp. 19 ◽  
Author(s):  
Sylvia Rothe ◽  
Daniel Buschek ◽  
Heinrich Hußmann

In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the viewing direction when watching a movie. Therefore, traditional techniques in filmmaking for guiding the viewers’ attention cannot be adapted directly to CVR. Practices such as panning or changing the frame are no longer defined by the filmmaker; rather it is the viewer who decides where to look. In some stories, it is necessary to show certain details to the viewer, which should not be missed. At the same time, the freedom of the viewer to look around in the scene should not be destroyed. Therefore, techniques are needed which guide the attention of the spectator to visual information in the scene. Attention guiding also has the potential to improve the general viewing experience, since viewers will be less afraid to miss something when watching an omnidirectional movie where attention-guiding techniques have been applied. In recent years, there has been a lot of research about attention guiding in images, movies, virtual reality, augmented reality and also in CVR. We classify these methods and offer a taxonomy for attention-guiding methods. Discussing the different characteristics, we elaborate the advantages and disadvantages, give recommendations for use cases and apply the taxonomy to several examples of guiding methods.


Author(s):  
Christopher Brown ◽  
Jamison Hicks ◽  
Christina H. Rinaudo ◽  
Reuben Burch

Practicing engineers associated with military applications performed a literature review to detail the use of augmented reality and virtual reality (AR/VR) related to ergonomic applications across education, aircraft crew stations, and maintenance. This review examines articles based on both breadth of applications for and relevance to ergonomic AR/VR applications. Results of the review were summarized across multiple industries to highlight specific use cases of AR/VR applications. The purpose of this article is to inform ergonomics practitioners of current AR/VR applications addressing ergonomic issues across a selection of three military-related usage areas and to highlight research insights, implementation ideas, and commonalities between applications.


2019 ◽  
Vol 141 (08) ◽  
pp. 32-37
Author(s):  
Carlos M. Gonzalez

Abstract Where virtual reality isolates users from the world around them, augmented reality offers the best of both natural vision and digital information. It can provide real-time assistance to workers in remote locations, help workers learn new skills, or walk technicians through a repair. It provides a mobile and intuitive way for engineers to interact with sensor data, digital twins, and their physical counterparts. This article delves deeper into how automation, manufacturing, and design companies are exploring the value of this disruptive technology.


2021 ◽  
Vol 28 (5) ◽  
pp. 1-27
Author(s):  
Stephen Uzor ◽  
Per Ola Kristensson

Crossing, or goal crossing, has proven useful in various selection scenarios, including pen, mouse, touch, and virtual reality (VR). However, crossing has not been exploited for freehand selection using augmented reality head-mounted displays (AR HMDs). Using the HoloLens, we explore freehand crossing for selection and compare it to the state-of-the-art “gaze and commit” (head gaze) method. We report on three studies investigating freehand crossing in multiple use cases. The first study shows that crossing outperforms head gaze in selection scenarios of varying target arrangements. The second explores crossing, head gaze, and hand pointing in radial menu and dynamic interface scenarios. The third explores crossing as a function carrier for a variety of basic interaction functions in a drawing application. This work builds on existing knowledge on the goal-crossing paradigm by demonstrating its potential as a useful interaction method in 3D AR HMD interfaces.


Author(s):  
Linda Ricci

This chapter explores the impact immersive technologies—augmented reality and virtual reality—will have on consumer branding and business in the near- and longer-term future. Weaving multiple use cases and examples throughout, the author discusses the next phase of experiential marketing: how immersive branding will develop as spatial computing becomes more mainstream, and how brands can start thinking about how they can leverage the technology. The author examines the rise of virtual influencers, how they will affect social media marketing—and how artificial intelligence will ultimately enable true one-to-one interaction with customers through virtual avatars. Finally, the author discusses risks, rules, and recommendations for how to successfully proceed as a brand curious about how to best harness the technologies.


Author(s):  
Mahesh Mani ◽  
Jon Larborn ◽  
Bjorn Johansson ◽  
Kevin W. Lyons ◽  
K. C. Morris

Sustainability assessments are dependent on accurate measures for energy, material, and other resources used by the processes involved in the life cycle of a product. Manufacturing accounts for about 1/5 of the energy consumption in the U.S. Minimizing energy and material consumption in this field has the promise of dramatically reducing our energy dependence. To this end, ASTM International [1] has formed both a committee on Sustainability (E60) and a Subcommittee on Sustainable Manufacturing (E60.13). This paper describes ASTM’s new guide for characterizing the environmental aspects of manufacturing processes [2]. The guide defines a generic representation to support structured processes. Representations of multiple unit manufacturing processes (UMPs) can be linked together to support system-level analyses, such as simulation and evaluation of a series of manufacturing processes used in the manufacture and assembly of parts. The result is the ability to more accurately assess and improve the sustainability of production processes. Simulation is commonly used in manufacturing industries to assess individual process performance at a system level and to understand behaviors and interactions between processes. This paper explores the use of the concepts outlined in the standard with three use cases based on an industrial example in the pulp and paper industry. The intent of the use cases is to show the utility of the standard as a guideline for composing data to characterize manufacturing processes. The data, besides being useful for descriptive purposes, is used in a simulation model to assess sustainability of a manufacturing system.


2014 ◽  
Vol 1025-1026 ◽  
pp. 1145-1149 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Miroslav Janak ◽  
Ludmila Novakova-Marcincinova

This contribution presents the method of simultaneous control and creation of programming sequences for industrial robot with the use of interactivity achieved in the environment of augmented reality. Paper describes the experimental testing of proposed conception realized at the Faculty of Manufacturing Technologies in Presov of Technical University of Kosice (Slovakia) in the environment of experimental robotic workcell with the use of augmented reality tools. From the viewpoint of displaying units it consider the projection on half-silvered glass as well as using the head mounted display for virtual reality. Final part of the paper summarizes possible trends of further development in described area and also the possibilities of industrial applications.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

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