scholarly journals Ergonomic design with the use of augmented reality techniques

Mechanik ◽  
2018 ◽  
Vol 91 (1) ◽  
pp. 82-84
Author(s):  
Marcin Januszka ◽  
Wojciech Krysta

The paper presents an innovative system for aiding ergonomic design of work spaces. Aiding is realised with the use of augmented reality techniques which allow to move the design process from a flat surface of a computer’s monitor to a real space around the designer.

2021 ◽  
Author(s):  
Aysegul Koc

Technological Displacement: The Coat Check Interactive AR Installation in Perspective is a two-part dissertation that involves the research/creation of an augmented reality installation and a textual critique of displacement both as a socio-cultural phenomenon and a technology-driven status quo. Digital technologies involve a series of displacements from data storage and transfer to creating global networks. Going hand in hand with human mobilities technological displacement affects our lives and interactions deeply. Multimedia and digital overlaying of information and interconnectedness (mobile devices, tracking technologies, the internet...) make up our quotidian in various degrees, impelling us to be 'present' in time and places we actually are not. Technological displacement may be viewed as an extension of physical displacement of individuals and communities in that the need to reconcile, re-invent and innovatively market proximity becomes more and more an underlying theme of contemporary lives. Nowhere the reorientations of presence is more accentuated than 'augmented space', as described by Lev Manovich, "a physical space overlaid with dynamically changing information, multimedia in form and localized for each user." (219) It may be argued that our sense of reality is already 'augmented' by digital stimuli in many ways. Here I make the case that in an augmented or digitally enhanced environment we are displaced multiple times, or "multiplaced". Augmentation is superimposing multimedia to real space, blurring the boundary between the real and the virtual, creating a heterogeneous space defined neither by the standards of the virtual nor the real but the coexistence and cooperation of both. Augmented reality functions on the principle of multiple displacements in that real space is not a backdrop to multimedia: it is indispensable to the overall embodied experience. I created the Coat Check in 2011 using motion tracking technologies (Intersense IS900), specialized cameras (Point Grey 360 degree Spherical Vision Camera), screens (Fog Screen), software (Max/MSP), tools and applications (Snapdragon AR). The conceptualization of The Coat Check is based on an analogy between digital technologies and coat checks that are both storage, retrieval and displacement systems. The Coat Check also raises questions on identity and history as it refers to belonging, temporality, and mobility.


2021 ◽  
Author(s):  
Aysegul Koc

Technological Displacement: The Coat Check Interactive AR Installation in Perspective is a two-part dissertation that involves the research/creation of an augmented reality installation and a textual critique of displacement both as a socio-cultural phenomenon and a technology-driven status quo. Digital technologies involve a series of displacements from data storage and transfer to creating global networks. Going hand in hand with human mobilities technological displacement affects our lives and interactions deeply. Multimedia and digital overlaying of information and interconnectedness (mobile devices, tracking technologies, the internet...) make up our quotidian in various degrees, impelling us to be 'present' in time and places we actually are not. Technological displacement may be viewed as an extension of physical displacement of individuals and communities in that the need to reconcile, re-invent and innovatively market proximity becomes more and more an underlying theme of contemporary lives. Nowhere the reorientations of presence is more accentuated than 'augmented space', as described by Lev Manovich, "a physical space overlaid with dynamically changing information, multimedia in form and localized for each user." (219) It may be argued that our sense of reality is already 'augmented' by digital stimuli in many ways. Here I make the case that in an augmented or digitally enhanced environment we are displaced multiple times, or "multiplaced". Augmentation is superimposing multimedia to real space, blurring the boundary between the real and the virtual, creating a heterogeneous space defined neither by the standards of the virtual nor the real but the coexistence and cooperation of both. Augmented reality functions on the principle of multiple displacements in that real space is not a backdrop to multimedia: it is indispensable to the overall embodied experience. I created the Coat Check in 2011 using motion tracking technologies (Intersense IS900), specialized cameras (Point Grey 360 degree Spherical Vision Camera), screens (Fog Screen), software (Max/MSP), tools and applications (Snapdragon AR). The conceptualization of The Coat Check is based on an analogy between digital technologies and coat checks that are both storage, retrieval and displacement systems. The Coat Check also raises questions on identity and history as it refers to belonging, temporality, and mobility.


Author(s):  
Pooja Siddharth Sukhdeve

Technology is ever-changing and ever-growing. One of the newest developing technologies is augmented reality (AR), which can be applied to many different existing technologies, such as computers, tablets, and smartphones. This chapter discusses the immersive learning process and the usage of AR into a simulated or in an artificial environment. Discussed is the background information on how the AR use in educational industries and the design process of AR immersive learning environment. The chapter also evaluates the benefits if immersive learning and AR.


Author(s):  
Javier Gonzalez-Sanchez ◽  
Quincy Conley ◽  
Maria-Elena Chavez-Echeagaray ◽  
Robert K. Atkinson

The assembly process is often very complex and involved, collecting and managing a significant number of parts in an intricate manner. Because the quality of a product is in large part impacted by the assembly process, intuitive and carefully scaffolded guidelines can make a difference in how fast and how accurate an assembler can complete the assembly process. To this end, the authors propose an innovative system that leverages three current and emerging technologies; augmented reality (AR), cloud computing, and mobile devices, to create an Augmented Reality Product Assembly (ARPA) system. This paper describes the total framework for creating the ARPA system. They also discuss how the system leverages augmented reality visualizations for repurposing user-generated assembly guidelines by incorporating cloud-based computing. Although the authors situate ARPA’s use in an industrial setting, it is domain-independent and able to support a wide range of practical and educational applications.


2013 ◽  
Vol 5 (2) ◽  
pp. 21-49 ◽  
Author(s):  
Kimiko Ryokai ◽  
Alice Agogino

Mobile augmented reality (MAR) is an increasingly popular technology for enhancing how people interact with and learn about the environment and objects in the physical world. However, little is known about what aspects of a MAR interface can enhance student learning and engagement. Building on field observations and interviews with experts, and formative studies on how mobile learners navigate spaces using different interfaces, the authors have designed, built, and evaluated the GreenHat MAR application to help students learn about biodiversity and sustainability issues in their natural environment. The authors’ evaluation of the GreenHat MAR prototypes suggests that in comparison to a digital map on the same smartphone, MAR encouraged students to more carefully scrutinize physical field sites, and led them to make more personal discoveries to the subject matter being learned. They present the iterative design process, results from the authors’ studies, and discuss the implications for the design of mobile learning tools.


2019 ◽  
Author(s):  
Abu Talha Farooqi ◽  
◽  
Sourav Banerjea ◽  

Architectural thinking and design process have always been dependent upon the representational medium and language of architecture – conventional drawings, diagramming, models, and iconography, to name a few. As a result of technological advancement (therefore possibilities) and socio-economic change, representation techniques have evolved, from conventional processes to ‘augment-ed reality’. Representation techniques and means in the production of architecture are critical to cover the conceptual range in which architecture can be created. This paper places this issue within the larger heterogeneous culture comprising technological, social, eco-nomic aspects and aims to unravel the conceptual underpinnings of the existing architectural thinking, representational culture in India. It examines ‘drawing’ as a convincing and disciplinary medium of language and representation and steers towards a ‘representation-al maxim’ between technology and value, discipline and consumption, tradition and modernity in the context of architectural thinking process in India.The forces of capitalism, globalization, consumer culture, celebrity and media culture, visual culture, technocracy have been instrumental in creating reality-based representational systems, which are reluctant to engage with the discipline of architecture and think beyond it. Steenson1 remarks about Augmented Reality “A novel form of spatial representation, which substitutes for the actual experience”. With access to augmented reality technology, the client no longer has to interpret the traditional plans, section and elevations, nor look into printed photomontage or virtual walkthroughs. He will be able to stand in his yet to come living room, go, on foot, from there to the kitchen, visit the bedrooms and, by doing so, get an ‘augmented’ experience of those spaces. Software is the agent of consumption, and it is only in the architectural process (thinking & delving), that this consumptive culture subsides, notwithstanding the fact that, for many architects and students, software and technology are steadily and consciously becoming ‘ends’ rather than ‘means’ in the design process.


Author(s):  
Taketo Kamasaka ◽  
◽  
Kodai Miyamoto ◽  
Takahiro Ishizu ◽  
Kenji Aoki ◽  
...  

In recent years, there has been a lot of research on how to achieve interaction between users and virtual objects using augmented reality. Interaction technologies in augmented reality need to enable users to handle virtual objects intuitively. In addition, since hands are the main means of interaction with objects in real life, it is also necessary to enable interaction operations with hands on virtual objects [1]. In order to make it possible to intuitively handle objects in virtual space using hands in real space, it is necessary to consider whether physical phenomena in real space and virtual space are correctly superimposed (physical consistency). In this study, we proposed a system that allows users to intuitively handle the deformation, movement, and merging of virtual objects in augmented reality. The system was then used by four university students to compare it with existing studies [2].


Author(s):  
Wei Yu ◽  
Jingzhou Yang ◽  
Karim Abdel-Malek

Abstract A general formulation for calculating where a kinematic structure must be positioned (and oriented) is presented. This study is applicable to both humans; to place a human in a working environment while minimizing stress on extremity joints, or for robot manipulators. In recent years, there has been focused interest on ergonomics and ergonomic design with emphasis on the disposition of a worker while performing tasks at prolonged periods of time and where repetitive motions are exerted. To a great extent, the effect of stress on a joint is major factor leading to potential injuries. We believe there is a unique opportunity for the mechanical engineering community to make a significant contribution to this field. Furthermore, because the ergonomic design process encompasses many parameters, it is evident that it must be formulated using optimization methods where the best possible solution is calculated from an infinite number of solutions. This study presents a rigorous formulation for placement of a worker based on minimizing the torque (as a cost function) induced at a joint, whereby satisfying constraints imposed by the given task. The reverse of this problem is the calculation of the coordinates of a number of target points in the reachable space of a fixed kinematic structure, which is also addressed. Both problems are mathematically formulated and numerically solved. Examples are illustrated.


Author(s):  
M. Robert Garfield ◽  
Alex Dupont

Blurring the line between the physical and digital environment, augmented reality (AR) is the next frontier for medical device design. It is particularly useful as a means for rapid concept visualization and iterative refinement. By selectively mixing AR and physical prototypes, designers can conduct haptic evaluation alongside visual assessment. The integration of AR and traditional tools during development continues the practice of advancing design methods in parallel with technology. This paper explains the design of a mobile medical device/workstation using an AR aided medical device design process from an industry perspective. This case study demonstrates the viability and benefits of an AR aided design process pairing off-the-shelf AR technology with physical models of increasing fidelity. AR aided medical device design helps design teams accelerate development, lower prototyping costs, assess scaled designs earlier, illustrate contextual constraints, and reduce development risk.


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