scholarly journals GREENSPACE: Virtual Reality Interface for Combine Operator Training

2012 ◽  
Vol 21 (3) ◽  
pp. 245-253 ◽  
Author(s):  
Greg R. Luecke

The complexity of operating a farm combine has increased dramatically in recent years with the introduction of features including automatic guidance, precision farming, and sophisticated implements with specialized controls. In this work, we describe the development of a virtual reality interface for use in operating a combine while harvesting virtual crops. Using the actual combine cab hardware for control input commands and operational displays, we provide a virtual farm that allows the operator to operate every aspect of the combine while using the true set of buttons, levers, and switches for a realistic driving experience. This simulator is designed primarily for operator training on the adjustment and operation of the machine controls, the use of automatic guidance systems, and interaction with the precision farming automation systems. However, the simulator is also applicable for engineering design development, where new control modes and hardware could be assessed in a virtual environment.

10.14311/872 ◽  
2006 ◽  
Vol 46 (5) ◽  
Author(s):  
F. Caputo ◽  
G. Di Gironimo ◽  
A. Marzano

The paper deals with the development of a methodology for studying, in a virtual environment, the ergonomics of a work cell in an automotive manufacturing system. The methodology is based on the use of digital human models and virtual reality techniques in order to simulate, in a virtual environment, human performances during the execution of assembly operations. The objective is to define the optimum combination of those geometry features that influence human postures during assembly operation in a work cell. In the demanding global marketplace, ensuring that human factors are comprehensively addressed is becoming an increasingly important aspect of design. Manufacturers have to design work cells that conform to all relevant Health and Safety standards. The proposed methodology can assist the designer to evaluate the performance of workers in a workplace before it has been realized. The paper presents an analysis of a case study proposed by COMAU, a global supplier of industrial automation systems for the automotive manufacturing sector and a global provider of full maintenance services. The study and all the virtual simulations have been carried out in the Virtual Reality Laboratory of the Competence Regional Center for the qualification of transportation systems (CRdC “Trasporti” - www.centrodicompetenzatrasporti.unina. it), which was founded by the Campania region with the aim of delivering advanced services and introducing new technologies into local companies operating in the field of transport. 


2012 ◽  
Vol 562-564 ◽  
pp. 1870-1873
Author(s):  
Bao Zhang ◽  
Zhi Feng Liu ◽  
Guang Fu Liu

Virtual Reality, Automobile Model, Ergonomics, Aesthetics Abstract. In the process of design development for vehicles, Virtual Reality (VR) technology is the inevitable trend in future. The paper explores the foundation of automobile model based on VR technology. The automobile ergonomic analysis in virtual environment and the aesthetic utilization of VR technology in automobile design are also discussed in paper.


2020 ◽  
Vol 4 (4) ◽  
pp. 672-681
Author(s):  
Dhomas Hatta Fudholi ◽  
Rahadian Kurniawan ◽  
Dimas Panji Eka Jalaputra ◽  
Izzati Muhimmah

Knowledge is needed for children with special needs to support their quality of life. This is a challenge for prospective educators / prospective teachers. A deeper knowledge is needed to really understand children with special needs. This research is carried out to develop a skill simulator application for autistic child’s prospective educator using Virtual Reality technology. This application will be used as a teaching medium which incorporates motion sensor tools. The sensors will make the virtual application looks realistic. The application was developed using the ADDIE method (Analysis, Design, Development, Implementation and Evaluation). The application development begins with discovering the characteristic of autistic children. This is done to formulate the learning materials. The knowledge base of the autistic children was obtained from the Sekolah Luar Biasa (SLB). By using the obtained knowledge, storyboard was designed and implemented. The developed application has been evaluated by 16 prospective child educators with autism and two professional experts. In general, the application can help prospective educators understand the characteristics of children with autism. Moreover, it provides a safe and pleasant teaching skill practice for the prospective educators.  


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2015 ◽  
Vol 772 ◽  
pp. 585-590
Author(s):  
Florin Gîrbacia ◽  
Silviu Butnariu ◽  
Daniel Voinea ◽  
Bogdan Tzolea ◽  
Teodora Gîrbacia ◽  
...  

Surgical robots for biopsy procedure require pre-operative planning of trajectories prior to be used for needle guiding procedures. Virtual Reality (VR) technologies allow to simulate robotic biopsy procedure and to generate accurate needle trajectories that avoid vital organs. The paper presents a serial robot which can be used for biopsy procedure and a needle trajectory planning software based on VR technologies. A virtual environment has been modelled and simulations for robotic-assisted biopsy of the prostate have been performed.


2013 ◽  
Vol 8 (2) ◽  
pp. 199-208 ◽  
Author(s):  
Charles Pontonnier ◽  
Georges Dumont ◽  
Asfhin Samani ◽  
Pascal Madeleine ◽  
Marwan Badawi

Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


Author(s):  
Sean A. McGlynn ◽  
Ranjani M. Sundaresan ◽  
Wendy A. Rogers

Virtual reality (VR) has potential applications for promoting physical, cognitive, and socio-emotional well-being for users of all ages. The ability for individuals to develop a sense of being physically located in the virtual environment, referred to as spatial presence, is often an essential component of successful VR applications. Thus, it is necessary to understand the psychological aspects of the spatial presence process and identify methods of measuring presence formation and maintenance. This in-progress study addresses gaps in the spatial presence literature through an empirical evaluation of a conceptual model of spatial presence, which emphasizes users’ characteristics and abilities. Age will serve as a proxy for changes in a variety of presence-relevant cognitive and perceptual abilities. The results will have implications for the design of VR systems and applications and for selecting individuals best-suited for these applications.


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