scholarly journals Real-Time Learning and Recognition of Assembly Activities Based on Virtual Reality Demonstration

Sensors ◽  
2021 ◽  
Vol 21 (18) ◽  
pp. 6201
Author(s):  
Ning Zhang ◽  
Tao Qi ◽  
Yongjia Zhao

Teaching robots to learn through human demonstrations is a natural and direct method, and virtual reality technology is an effective way to achieve fast and realistic demonstrations. In this paper, we construct a virtual reality demonstration system that uses virtual reality equipment for assembly activities demonstration, and using the motion data of the virtual demonstration system, the human demonstration is deduced into an activity sequence that can be performed by the robot. Through experimentation, the virtual reality demonstration system in this paper can achieve a 95% correct rate of activity recognition. We also created a simulated ur5 robotic arm grasping system to reproduce the inferred activity sequence.

2020 ◽  
Vol 6 (3) ◽  
pp. 127-130
Author(s):  
Max B. Schäfer ◽  
Kent W. Stewart ◽  
Nico Lösch ◽  
Peter P. Pott

AbstractAccess to systems for robot-assisted surgery is limited due to high costs. To enable widespread use, numerous issues have to be addressed to improve and/or simplify their components. Current systems commonly use universal linkage-based input devices, and only a few applicationoriented and specialized designs are used. A versatile virtual reality controller is proposed as an alternative input device for the control of a seven degree of freedom articulated robotic arm. The real-time capabilities of the setup, replicating a system for robot-assisted teleoperated surgery, are investigated to assess suitability. Image-based assessment showed a considerable system latency of 81.7 ± 27.7 ms. However, due to its versatility, the virtual reality controller is a promising alternative to current input devices for research around medical telemanipulation systems.


2012 ◽  
Vol 588-589 ◽  
pp. 1320-1323
Author(s):  
Li Xia Wang

This paper takes the virtual reality technology as a core, has established the housing virtual reality roaming display system, Under the premise of the detailed analysis of system architecture, We focus on how to form the terrain database and the scenery three-dimensional database by using the MultiGen Creator, and call OpenGVS through MSVC to carry on the real-time scene control and the method of the complex special effect realization.


2013 ◽  
Vol 380-384 ◽  
pp. 1847-1850
Author(s):  
Yan Jun Chang

Virtual reality technology with the help of computer hardware and software resources to create and experience the virtual world integration technology can realize the dynamic simulation of the real world,and the dynamic environment to the users attitude and language command could make a real-time response, making the user and the simulation environment to build up a real-time interactive relationship. With the Key parameters acquisition from sports technology and the quantification of technology action , we puts forward the application methods of virtual reality technology in the diagnosis the steps of Virtual reality technology :Calibration system posting signs to the tester Motion tracks capture the analysis of Collection of data.Discuss the virtual reality technologys effect and composition in sports.


2021 ◽  
Vol 18 (6) ◽  
pp. 7936-7954
Author(s):  
Ziyou Zhuang ◽  

<abstract> <p>The 5G virtual reality system needs to interact with the user to draw the scene in real time. The contradiction between the complexity of the scene model and the real-time interaction is the main problem in the operation of the virtual reality system. The model optimization strategy of architectural scene in virtual reality design is studied, and the method of architectural scene model optimization is summarized. This article aims to study the optimization of computer vision software modeling through 5G virtual reality technology. In this paper, the optimization of the architectural model is studied by the method of image gray scale transformation, computer vision detection technology and virtual modeling technology. The four experiments are comprehensive evaluation and quantitative evaluation, comparison of channel estimation performance of different pilot structures, comparison of calculated and true values of external azimuth elements, and the effect of window-to-wall ratio on energy consumption per unit of residential building. The results show that hollow bricks of building materials have a great impact on the environment. The values of the three pixel coordinates X, Y, and Z calculated by the unit quaternion method are 1.27, 1.3, and -6.11, respectively, while the actual coordinate positions are 1.25, 1.37, and -6.22, respectively. It can be seen that the outer orientation element value calculated by the quaternion-based spatial rear intersection method is not much different from the actual value, and the correct result can be accurately calculated.</p> </abstract>


Author(s):  
Zahari Taha ◽  
Mohd Yashim Wong ◽  
Hwa Jen Yap ◽  
Amirul Abdullah ◽  
Wee Kian Yeo

Immersion is one of the most important aspects in ensuring the applicability of Virtual Reality systems to training regimes aiming to improve performance. To ensure that this key aspect is met, the registration of motion between the real world and virtual environment must be made as accurate and as low latency as possible. Thus, an in-house developed Inertial Measurement Unit (IMU) system is developed for use in tracking the movement of the player’s racquet. This IMU tracks 6 DOF motion data and transmits it to the mobile training system for processing. Physically, the custom motion is built into the shape of a racquet grip to give a more natural sensation when swinging the racquet. In addition to that, an adaptive filter framework is also established to cope with different racquet movements automatically, enabling real-time 6 DOF tracking by balancing the jitter and latency. Experiments are performed to compare the efficacy of our approach with other conventional tracking methods such as the using Microsoft Kinect. The results obtained demonstrated noticeable accuracy and lower latency when compared with the aforementioned methods.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yuqing Wang

Virtual reality technology has promoted the reform of education. This research mainly discusses college physical education teaching assisted by artificial intelligence-based virtual reality technology. According to the position change of the virtual human’s center of gravity, the spline keyframe interpolation method is used for interpolation, and the model pose obtained in each frame is rendered to obtain the virtual human’s animation. After synthesizing a virtual human animation with three-dimensional human motion data, the animation can have functions such as video storage, fast playback, slow playback, and freeze. At the same time, the system can also display and play the virtual human animation and the video shot by the camera on the same screen, in order to make an intuitive comparison of the athletes’ movements. Coaches can edit by hand or shoot the sports of outstanding domestic and foreign athletes on the spot and then use VC++6.0 as a development tool to analyze and get the simulation video of the 3D virtual human body. The virtual human animation technology in the motion analysis system is to relocate the three-dimensional motion data extracted from the video captured by the camera to the three-dimensional virtual human model we have established, and the three-dimensional virtual human will then simulate the technical actions of the athletes, which indirectly reflects that the three-dimensional movement information of the athletes enables coaches and athletes to observe the athletes’ technical movements in a three-dimensional space in real time, repeatedly, and from multiple angles so that the coach can accurately guide the athletes’ technical movements. Finally, a neural network based on artificial intelligence technology is used to evaluate the teaching effect. In the comparative experiment, 35% of the people in the virtual teaching experiment group were excellent, while the control group had only 10% in this excellent range (90–100). This research contributes to the smooth progress of VR technology teaching in colleges and universities.


2006 ◽  
Vol 22 (03) ◽  
pp. 126-138 ◽  
Author(s):  
Nancy C. Porter ◽  
J. Allan Cote ◽  
Timothy D. Gifford ◽  
Wim Lam

Based on the orientation and travel speed of a welding torch, virtual reality technology simulates gas metal arc welding in near-real time using a neural network.


2013 ◽  
Vol 308 ◽  
pp. 171-174 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Veronika Fečová ◽  
Ludmila Novakova-Marcincinova ◽  
Jozef Torok ◽  
Jozef Barna

The aim of this article was to describe the creation of application for the motion capture technology. The part of this contribution deals with the use of virtual reality technology in the many area of life, but it is focused on the engineering area. The next part describes the used software and magnetic device for this application. The practical parts deals with the creation of this application, it describe this proces and shown the results of this created application and how this application is working in the real time.


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