scholarly journals Development of virtual and augmented reality environment for manufacturing

2014 ◽  
Author(s):  
Λουκάς Ρέντζος

The aim of this work is to study the development of virtual and augmented reality environment for the support of human-based processes in manufacturing. Virtual and augmented reality technologies can significantly reduce the development time and cost of products and processes in manufacturing. However there is currently a big gap between the conventional CAD-based processes and the advanced prototyping and validation methods offered with the use of VR and AR technology. There is a need for the virtual environments to be enriched with intelligence through the incorporation of knowledge. This will allow for complex tasks to be carried out, thus reducing the need for an ad hoc development, while the reusability of such an environment will be increased. On the one hand, augmented reality environments based on semantic knowledge and new user interaction methods can provide the means for putting the human back in the process loop at manufacturing level. On the other hand, virtual reality environments coupled with semantic knowledge can provide methods and tools that integrate 3D geometries with information/knowledge so that engineers can effectively evaluate and manipulate virtual prototypes in an immersive and interactive environment. Within the current dissertation, a generic VR and AR approach is developed based on human task analysis and knowledge mapping methods that are implemented in a Virtual and Augmented Reality Framework. The VR/AR framework is developed to be used with the two-step method approach using advanced interaction techniques. The developed method and framework are validated through a series of real life manufacturing test cases derived from both the automotive and aerospace industrial practices. Finally, an evaluation of the proposed methods and framework is carried out, based on one of the industrial test cases using quantitative metrics, giving insight on to the improvement of the engineering workflow using the proposed work compared with the conventional physical workflow.

Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


Author(s):  
Abdoulaye A. Diakité ◽  
Sisi Zlatanova

During the last two decades, the third dimension took an important place in the heart of every multimedia. While the 3D technologies mainly used to be tools and subject for researchers, they are becoming commercially available to large public. To make it even more accessible, the Project Tango, leaded by Google, integrates in a simple Android tablet sensors that are able to perform acquisition of the 3D information of a real life scene. This makes it possible for a large number of applications to have access to it, ranging from gaming to indoor navigation, including virtual and augmented reality. In this paper we investigate the ability of the Tango tablet to perform the acquisition of indoor building environment to support application such as indoor navigation. We proceed to several scans in different buildings and we study the characteristics of the output models.


Author(s):  
Abdoulaye A. Diakité ◽  
Sisi Zlatanova

During the last two decades, the third dimension took an important place in the heart of every multimedia. While the 3D technologies mainly used to be tools and subject for researchers, they are becoming commercially available to large public. To make it even more accessible, the Project Tango, leaded by Google, integrates in a simple Android tablet sensors that are able to perform acquisition of the 3D information of a real life scene. This makes it possible for a large number of applications to have access to it, ranging from gaming to indoor navigation, including virtual and augmented reality. In this paper we investigate the ability of the Tango tablet to perform the acquisition of indoor building environment to support application such as indoor navigation. We proceed to several scans in different buildings and we study the characteristics of the output models.


2009 ◽  
Vol 15 (3) ◽  
pp. 7
Author(s):  
Alberto Raposo ◽  
Judith Kelner

The Brazilian Symposium on Virtual and Augmented Reality (SVR) celebrated its 10th edition in 2008, in the city of João Pessoa. During these last 10 years, SVR has earned its space and magnitude as a truly consolidated event within the Brazilian research community. The papers in this special issue of RITA were selectively chosen among the 24 full papers presented in SVR 2008. They are extended and revised versions of those originally presented in the symposium. The material in this special issue is representative of the wide scope of the areas covered by the symposium. The first paper, the only one not presented at the symposium, was written by the editors jointly with Luciano Soares and Veronica Teichrieb. It provides a rich panorama of current Brazilian research in Virtual Reality (VR) and related areas, based on an analysis of the 124 full papers presented over the last four SVR editions. The second paper, by Silvano Malfatti, Selan dos Santos, Luciane Fraga, Claudia Justel, Paulo Rosa, and Jauvane Oliveira, describes some interesting VR work. Its authors present an engine (EnCIMA) aimed at the quick development of VR applications. The third paper, by Fábio Miranda, Romero Tori, Cláudio Bueno, and Lucas Trias, presents research results from the Augmented Reality (AR) area. This paper, which received the best paper award in the symposium, presents a projection-based AR X-Ray tool to allow visual exploration of internal details of walls, as an illustration. The fourth paper, by Leandro Fernandes, Vitor Pamplona, João Prauchner, Luciana Nedel, and Manuel Oliveira, explores 3D user interaction. It presents the implementation of a data glove that uses a camera to track visual markers at finger tips. Finally, the last paper, by Ednaldo Pizzolato, Diego Duarte, and Marcio Fernandes, explores speech recognition as a form of interaction, introducing a software framework for application developers. Alberto Raposo Pontifical Catholic University of Rio de Janeiro - PUC-Rio - Brazil Judith Kelner Federal University of Pernambuco – UFPE – Recife- Pernambuco – Brazil


Author(s):  
Sérgio Tenreiro de Magalhães

Digital platforms that support virtual worlds are becoming more complex and there is a growing fusion between real life and digital objects. Wireless technologies, screens' resolution and colours, 3D technologies, virtual and augmented reality can change the way a user experiences a virtual environment. This chapter explores input and output technologies for computing devices and discusses the technological developments that constitute requirements for the success of non-physical trance parties or, as some would prefer to call them, virtual trance parties.


2020 ◽  
Vol 210 ◽  
pp. 18077
Author(s):  
Yulia Lebedeva ◽  
Yulia Belozerova ◽  
Maria Zakharova ◽  
Maria Volkova

This article presents the results of an experiment on creating an electronic textbook for universities and programs of additional professional education using virtual and augmented reality technologies and evaluating the results of testing the textbook on the basis of the State University of Management. The topic of the electronic textbook concerns the organization of the security service of accommodation facilities. The authors provide a description of the electronic textbook, its structure, main interactive elements, the progress of work, talk about the difficulties that they encountered. The working group on the creation of the textbook included methodologists, psychologists, specialists from the security services of Moscow hotels and specialists in information technology. Teams of key developers - the State University of Management, the Lotte group of companies, the LLC ITRON limited liability company, and the Rusays Publishing House - worked in partnership. Conclusions are made about the possibilities of using virtual and augmented reality technologies in educational activities. Augmented reality technology is used to create a mobile application that displays educational materials with reference to real-life objects according to special markers. This technology allows you to make the textbook unique for a specific object (office, building, structure, landscape). The results of the training using an electronic participant are presented. The peculiarities of the psychological perception of educational material and the effectiveness of the new format of presentation of the educational environment are noted.


2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Alberto Raposo ◽  
Luciano Soares ◽  
Felipe Carvalho ◽  
Manuel Loaiza ◽  
Marcelo Gattass

This paper describes the Virtual Reality Group of Tecgraf/PUC-Rio and some of its research and development activities in the areas of virtual and augmented reality, 3D user interaction and collaborative systems.


2020 ◽  
Author(s):  
R Ryan ◽  
G Ryan ◽  
MF Higgins

AbstractIntroductionThe scope and use of simulation in medical education and healthcare training has increased considerably over the past 20 years, as technology has advanced rapidly and increasing fidelity has become standard.This study aims to explore O&G trainees’ attitudes and beliefs regarding augmented reality (AR) and virtual reality (VR), and their attitudes towards their incorporation into relevant curricula.MethodsThis was a qualitative descriptive study using thematic analysis. An initial pilot focus group was followed by semi-structured interviews. Data was analysed using iterative content analysis. Relevant themes were identified during the focus ground and explored in greater detail during semi-structured interviews.ResultsNine trainees participated in total; one focus group and two individual interviews were conducted. Five key themes were identified: the value and importance of education, ‘what works’, the importance of a supportive educator and peer, the difference between simulation and real-life, and VR-associated hope.ConclusionsTrainees had little experience or knowledge of AR and VR simulation. They believe that simulation will be more important in future, and that it has potential for training. Further exposure and education involving AR and VR will be required for it to become an integral part of education and training.


Author(s):  
Goh Eg Su ◽  
◽  
Mohd Sharizal Sunar ◽  
Rino Andias ◽  
Ajune Wanis Ismail ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document