scholarly journals Design and Implementation of Hardware in the Loop Simulation Operation Simulator for Complex Mechanical Equipment

2021 ◽  
pp. 145-156
Author(s):  
Siyu Li ◽  
◽  
Shaoluo Huang ◽  
Shuo Meng ◽  
Weiyi Wu

Hardware in the loop simulation technology is an important branch of system modeling and simulation. With the development of artificial intelligence, big data, virtual reality and other technologies, more and more advanced technologies are integrated into it, and the economic and military benefits are constantly highlighted, which attracts the attention of all parties. In view of the complex structure of modern large-scale mechanical equipment system and the high cost-effectiveness ratio of carrying out practical operation training, an operation simulator is developed by using hardware in the loop simulation and virtual reality technology. The simulator can complete the daily training of mechanical equipment and the interactive operation, maintenance training, assessment and operation data recording of other equipment, and can popularize and update equipment knowledge Improve the technical level and maintenance skills of operators and technical support personnel as soon as possible.

2018 ◽  
Vol 214 ◽  
pp. 04001 ◽  
Author(s):  
Liang Dong ◽  
Zhifeng Wang

The layout and roaming of machinery and equipment in the workshop is an important development direction of intelligent manufacturing. In this paper, the general process of developing an intelligent factory system are put forward. The 3D models of various kinds of mechanical equipment are established. The textures and maps of the model are processed. The virtual simulation engine is used to establish the workshop map. The roaming work of the virtual workshop is developed based on the map. The space layout of the mechanical equipment and the machine tool simulation cutting system are developed. Comparing with the traditional simulation software, this system takes shorter period of development and achieves better visualization. And combined with the virtual reality technology makes this system more creative.


2019 ◽  
Vol 7 (1) ◽  
pp. 55-70
Author(s):  
Moh. Zikky ◽  
M. Jainal Arifin ◽  
Kholid Fathoni ◽  
Agus Zainal Arifin

High-Performance Computer (HPC) is computer systems that are built to be able to solve computational loads. HPC can provide a high-performance technology and short the computing processes timing. This technology was often used in large-scale industries and several activities that require high-level computing, such as rendering virtual reality technology. In this research, we provide Tawaf’s Virtual Reality with 1000 of Pilgrims and realistic surroundings of Masjidil-Haram as the interactive and immersive simulation technology by imitating them with 3D models. Thus, the main purpose of this study is to calculate and to understand the processing time of its Virtual Reality with the implementation of tawaf activities using various platforms; such as computer and Android smartphone. The results showed that the outer-line or outer rotation of Kaa’bah mostly consumes minimum times although he must pass the longer distance than the closer one.  It happened because the agent with the closer area to Kaabah is facing the crowded peoples. It means an obstacle has the more impact than the distances in this case.


2014 ◽  
Vol 568-570 ◽  
pp. 1834-1838
Author(s):  
Feng Jie Sun ◽  
He Chen ◽  
Hui Juan Liu

The three-dimensional virtual reality technology was introduced into the visualized substation. The virtual substation models of main electrical equipment and the whole scene were built by using 3dsMax modeling software. After the design of special events response routing and editting the corresponding script language, users can interact with virtual objects in the scene model, resulting in feelings and experiences on the ground. Compared with the real substation, the virtual substation has the advantages of low cost, interactive operation safety, and is of great significance to improve the technical level of the operators.


2013 ◽  
Vol 807-809 ◽  
pp. 2863-2867 ◽  
Author(s):  
Dong Li Yang ◽  
Si Yu Liu ◽  
Bin Yang ◽  
Bo Zhou

On the basis of researching virtual reality training system at home and abroad, in view of the oilfield staff training needs, we design the training system framework of the oilfield staff simulation based on virtual reality technology. Give the composition of the system framework and the main functions of the modules. Using the simulation technology, we can draw the craft process. Let the employees do man-machine interactive operation in a virtual reality scene. Then according to the quality of operation, operation steps and the alarm-condition appears in the operation, the training system give a score. Through this kind of training methods, it improves the safety skills of the oilfield staff and capability of dealing with accidents.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ziyan Yin ◽  
Sang-Bing Tsai

After decades of progress in virtual reality, the key technologies among them have reached the foundation to support the development of the virtual reality industry. Immersive virtual reality classroom is a bold attempt to combine present-day information science and technology with innovative teaching concepts, which inherits the characteristics of existing online education such as short and compact, large-scale, and free and open. Combined with immersive virtual reality technology, virtual reality classrooms will present strong. The virtual reality classroom will present a strong sense of immersion, interactivity, and conceptualization. This paper elaborates on the development history of virtual reality and its future development direction from the technical perspective and educational perspective, respectively. Taking Civic Science course as an example, after analyzing the feasibility and development significance of immersive virtual reality interactive teaching classroom in detail, the design scheme of immersive virtual reality classroom is proposed, the characteristics and advantages of virtual immersive virtual reality classroom are discussed, and the application of immersive virtual reality technology to classroom teaching is explored. Combined with the constructed virtual reality classroom, the testing, analysis, and evaluation work should be completed and corresponding improvements should be made to better meet the personalized learning needs of learners.


2021 ◽  
Vol 5 (S1) ◽  
pp. S1-44-S1-58
Author(s):  
Veronique Richard ◽  
Béatrice Lavoie-Léonard ◽  
Thomas Romeas

Goalkeepers play a very specific and crucial role in water polo. They rely on advanced perceptual–cognitive (P–C) skills to make fast and accurate decisions. However, their daily training environment often lacks stimulation and representativeness of game demands. This was exacerbated by the COVID-19 pandemic, where noncontact practices became the “new normal.” In the Canadian Women’s National Team preparation for the 2020 Olympics, goalkeepers’ P–C training was made a priority. Led by the team’s mental performance consultant and experts from transdisciplinary fields, the initiative began with an evaluation of a broad range of P–C skills in goalkeepers. Leading up to the Olympics, a series of P–C activities (i.e., anticipatory training using video occlusion, eye–hand coordination, and visuomotor drills) were adopted based on ecological dynamics principles. Virtual reality technology and constraints-focused tools were used to enrich and diversify the goalkeepers’ daily trainings environment. This case study reports the evaluation of P–C skills, the context, and the way in which the P–C activities were implemented, as well as their holistic impact on goalkeepers. Reflections and limitations are also shared to encourage interdisciplinary efforts in sport psychology and increase awareness among mental performance consultants about the importance of psycho-perceptual-motor skill training for mental performance.


Author(s):  
Liang Sun ◽  
Weikang Tan ◽  
Yanbing Ren ◽  
Xiang Ji ◽  
Zhi Wang ◽  
...  

As the physical environment of urban underground streets space is continuously perfect, people start to anticipate that underground streets with negative impression could satisfy their psychological comfort appeal as traditional ground streets do. Streets’ pavement is of great significance in creating humanized and comfortable underground spatial atmosphere, and different ground pavements of underground commercial streets display different visual comfort effects. We conducted field investigations of a dozen typical underground streets in eight big cities in China with 42 test samples, and this research obtained the pavement elements’ data of underground commercial streets, built virtual 3D scenes based on orthogonal analysis and virtual reality technology of computer vision, acquired the psychological data of spatial experience through virtual reality test, and analyzed the relationship between six elements (glossiness, roughness, color, dimension, pattern, and collage of ground pavement in underground commercial streets) and spatial visual comfort based on quantitative analysis of experimental data. Results show that, “Cold–hot sensation”, “Glossiness”, and “Collage ordered degree” are chief elements for underground commercial streets’ pavement design. The pavement design featured with neutral color, medium- and large-scale and ordered collage form are the design preference and emphasis for underground commercial streets. Neutral color of underground commercial streets pavement may have a great influence on the recognition of pavement glossiness.


2021 ◽  
Vol 33 (2) ◽  
pp. 159-166 ◽  
Author(s):  
Adam Steel ◽  
Caroline E. Robertson ◽  
Jeffrey S. Taube

Real-world navigation requires movement of the body through space, producing a continuous stream of visual and self-motion signals, including proprioceptive, vestibular, and motor efference cues. These multimodal cues are integrated to form a spatial cognitive map, an abstract, amodal representation of the environment. How the brain combines these disparate inputs and the relative importance of these inputs to cognitive map formation and recall are key unresolved questions in cognitive neuroscience. Recent advances in virtual reality technology allow participants to experience body-based cues when virtually navigating, and thus it is now possible to consider these issues in new detail. Here, we discuss a recent publication that addresses some of these issues (D. J. Huffman and A. D. Ekstrom. A modality-independent network underlies the retrieval of large-scale spatial environments in the human brain. Neuron, 104, 611–622, 2019). In doing so, we also review recent progress in the study of human spatial cognition and raise several questions that might be addressed in future studies.


2021 ◽  
Vol 33 (2) ◽  
pp. 167-179
Author(s):  
Derek J. Huffman ◽  
Arne D. Ekstrom

Moving our body through space is fundamental to human navigation; however, technical and physical limitations have hindered our ability to study the role of these body-based cues experimentally. We recently designed an experiment using novel immersive virtual-reality technology, which allowed us to tightly control the availability of body-based cues to determine how these cues influence human spatial memory [Huffman, D. J., & Ekstrom, A. D. A modality-independent network underlies the retrieval of large-scale spatial environments in the human brain. Neuron, 104, 611–622, 2019]. Our analysis of behavior and fMRI data revealed a similar pattern of results across a range of body-based cues conditions, thus suggesting that participants likely relied primarily on vision to form and retrieve abstract, holistic representations of the large-scale environments in our experiment. We ended our paper by discussing a number of caveats and future directions for research on the role of body-based cues in human spatial memory. Here, we reiterate and expand on this discussion, and we use a commentary in this issue by A. Steel, C. E. Robertson, and J. S. Taube (Current promises and limitations of combined virtual reality and functional magnetic resonance imaging research in humans: A commentary on Huffman and Ekstrom (2019). Journal of Cognitive Neuroscience, 2020) as a helpful discussion point regarding some of the questions that we think will be the most interesting in the coming years. We highlight the exciting possibility of taking a more naturalistic approach to study the behavior, cognition, and neuroscience of navigation. Moreover, we share the hope that researchers who study navigation in humans and nonhuman animals will synergize to provide more rapid advancements in our understanding of cognition and the brain.


Author(s):  
Nilay Sezer-Uzol ◽  
Anirudh Modi ◽  
Lyle N. Long ◽  
Paul E. Plassmann

The visualization of computational simulations of complex physical problems using virtual reality technology is demonstrated in this study. A general-purpose computational steering system (POSSE) which can be coupled to any C/C++ simulation code, has been developed and tested with a 3-D parallel Navier-Stokes flow solver (PUMA2) [1]. In addition, the visualizations can be displayed using virtual reality facilities (such as CAVEs and RAVEs) to better understand the 3-D nature of the flowfields. The simulations can be run on parallel computers such as Beowulf clusters, while the visualization is performed on other computers, through a client-server approach. A key advantage of our system is its scalability. Visualization primitives are generated on the parallel computer. This is essential for large-scale simulations, since it is often not possible to post-process the entire flowfield on a single computer due to memory and speed constraints. Example applications of time-dependent and three-dimensional computational flow simulations performed at Penn-State are presented to show the usefulness of POSSE and virtual reality systems. The examples include CFD predictions for unsteady simulations of a helicopter rotor, unsteady ship airwake simulations, helicopter tail fan-in-fin flow simulations and simulations of time-accurate flow and noise due to a landing gear.


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