Influence of virtual reality and 3D printing on architectural innovation evaluation based on quality of experience evaluation using fuzzy logic

2021 ◽  
Vol 40 (4) ◽  
pp. 8501-8509
Author(s):  
Yangxuan ◽  
Zhaoqianjing

In the last few years, the construction industry’s primary energydem and in developed economies accounted for 30%–40%, and technological innovation is considered to be an urgent need for the transformation and upgrading of the construction industry. New technological innovations are continually changing the way the construction industry is implemented. In the construction industry, artificial intelligence is beginning to change all aspects of the construction industry, in the field of equipment planning, overall layout, safety, management and other fields have caused many changes. The integration of new technologies has revolutionized the traditional construction industry, such as virtual reality technology and 3D printing technology. In this work, we propose a categorization for assessing Virtual reality and 3D printing of Architectural Innovation on the basis of quality of experience (QoE) metric Evaluation of virtual environment using Fuzzy Logic (FL) System. The simulation result is analysed based on the comparative analysis of user experience with Fuzzy logic estimation for perception of virtual environment. The result analysis validated that the proposed FL system replicates the user valuation for architecture innovation applications more precisely and accurately thus FL is efficient method for predicting the inclusive QoE of a virtual reality and 3D printing. This paper will recapitulate the expansion of the two techniques in the manufacture engineering, demeanor examination on the presentation of diverse skills in architectural innovation, as well as explain through real cases how these two techniques have an influence on the improvement of the manufacture engineering. Simultaneously, this paper discourses the limitations of technology mixing and put advancing opinions on the future development of the manufactureengineering.

Buildings ◽  
2020 ◽  
Vol 10 (9) ◽  
pp. 144
Author(s):  
Guillermo Sotorrío Ortega ◽  
Javier Alonso Madrid ◽  
Nils O. E. Olsson ◽  
José Antonio Tenorio Ríos

The construction industry has embraced digitisation and industrialisation in response to the need to increase its productivity, optimise material consumption and improve workmanship. Additive manufacturing (AM), more widely known as 3D printing, has driven substantial progress in these respects in other industries, and a number of national and international projects have helped to introduce the technique to the construction industry. As with other innovative processes not covered by uniform standards, appropriate assessments and testing methodologies to control the quality of the 3D-printed end products, while not obligatory, are advisable. This article shows that regulation is not an obstacle to the use of an innovative product, such as 3D printing, by proposing quality-control tests and an assessment methodology, in the understanding that standardisation ensures the viability of a technology. The information, including the methods and results, is based on the authors’ experiences in the development of three research projects pertaining to 3D printing. This paper also discusses whether the performance of the materials used in 3D printing could be superior to traditional ones.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


1993 ◽  
Vol 2 (2) ◽  
pp. 153-161 ◽  
Author(s):  
Valerie E. Stone

Like most new technologies, virtual reality (VR) has been the subject of a great deal of idealization. This paper both debunks that idealization by discussing some problems that certain types of VR could cause and emphasizes how other types of VR could bring the technology closer to its ideal. Virtual reality is divided into four types: social (there are real other people to interact with), nonsocial (other interactants are simulations of people), creative (users can create elements in the virtual environment), and noncreative (users interact with a fixed environment created for them). Nonsocial VR may cause problems by making it difficult for children and adolescents to learn social skills. Noncreative VR is problematic because it places limits on users' creativity and freedom. Engineers developing VR technology are encouraged to develop social and creative VR.


2020 ◽  
pp. 72-95
Author(s):  
M.V. Mikhailyuk ◽  
A.V. Maltsev ◽  
P.Yu. Timokhin ◽  
E.V. Strashnov ◽  
B.I. Kryuchkov ◽  
...  

Existing virtual reality (VR) technologies can be used in designing the new type simulation complexes that will allow improving quality of the technical facilities for cosmonaut training and expanding the range of modeling tasks. The paper considers the main potentials of the VirSim system and its applica-tion for space purposed simulators and simulation-modeling stands.


2021 ◽  
Author(s):  
Jacqueline McIntosh ◽  
Maria Rodgers ◽  
Bruno Marques ◽  
Alysha Gibbard

© Wichmann Verlag, VDE VERLAG GMBH ·. A military lifestyle can have profound impacts on an individual’s health and wellbeing. In-creasingly, new technologies such as the creation of Virtual Reality (VR) are being explored as bridging mechanisms to provide ‘space’ and to aid with other therapies. The overarching research programme investigates the therapeutic and social qualities of landscape and how these can be translated into an immersive virtual environment. There is a specific focus regarding immersive VR environments and how these could be used as a tool to promote positive health, wellbeing, and social connection within the New Zealand Defence Force (NZDF).


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. 


2019 ◽  
Vol 299 ◽  
pp. 03006
Author(s):  
Sven Maricic ◽  
Donald Radolovic ◽  
Ivan Veljovic ◽  
Roberta Raguz

The progress and development in the fields of technologies in the past few decades are impressive. With so many innovations that have had an impact on human lives and have changed them so drastically, living in a time where new technologies are still making massive changes, and, unquestionably, it wil continue with that trend. As the techniques are continuously evolving, people are forced to prepare ourselves and our descendants to the new and upcoming technologies so that they would be able to understand them, use them, teach others about them and also make some improvements in the specific fields of applications. This article presents an overview of the principal results of research on the impact of Virtual Reality (VR) 3D education for students in industrial vocational training. They were introducedto the generated model and had to explore all elements to have personal experience in the virtual environment. After the training, a user experience survey has been conducted, and the results obtained after the use of the system were presented.


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