Information Organization of Augmented Reality Maintenance Guiding System

2012 ◽  
Vol 197 ◽  
pp. 523-528
Author(s):  
Xin Can Zhao ◽  
Zhen Hua Wen

The information organization and expression is a key issue for the Augmented Reality Maintenance Guiding System(ARMGS). In this paper, we firstly build up the relationship between the aircraft maintenance manual, EBOM figure and virtual prototype data , then construct a prototype of Interactive Electronic Technical Manual (IETM). The system can convert the aircraft virtual prototype data to the required information for augmented reality maintenance guiding system, based on the information, the prototype can be rapidly and lifelikely displayed. The system proposed in this paper significantly improves the quality and effectiveness of modeling.

Author(s):  
Kaori Kashimura ◽  
Takafumi Kawasaki Jr. ◽  
Nozomi Ikeya ◽  
Dave Randall

This chapter provides an ethnography of a complex scenario involving the construction of a power plant and, in so doing, tries to show the importance of a practice-based approach to the problem of technical and organizational change. The chapter reports on fieldwork conducted in a highly complex and tightly coupled environment: power plant construction. The ethnography describes work practices on three different sites and describes and analyses their interlocking dependencies, showing the difficulties encountered at each location and the way in which the delays that result cascade through the different sites. It goes on to describe some technological solutions that are associated with augmented reality and that are being designed in response to the insights gained from the fieldwork. The chapter also reflects more generally on the relationship between fieldwork and design in real-world contexts.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


Author(s):  
Jeffrey C. Joe ◽  
Casey R. Kovesdi ◽  
Andrea Mack ◽  
Tina Miyake

This study examined the relationship between how visual information is organized and people’s visual search performance. Specifically, we systematically varied how visual search information was organized (from well-organized to disorganized), and then asked participants to perform a visual search task involving finding and identifying a number of visual targets within the field of visual non-targets. We hypothesized that the visual search task would be easier when the information was well-organized versus when it was disorganized. We further speculated that visual search performance would be mediated by cognitive workload, and that the results could be generally described by the well-established speed-accuracy tradeoff phenomenon. This paper presents the details of the study we designed and our results.


2011 ◽  
Vol 31 (1) ◽  
pp. 96-101 ◽  
Author(s):  
Francesca De Crescenzio ◽  
Massimiliano Fantini ◽  
Franco Persiani ◽  
Luigi Di Stefano ◽  
Pietro Azzari ◽  
...  

2011 ◽  
Vol 201-203 ◽  
pp. 290-297
Author(s):  
Jing Hui Zhou ◽  
Shang Ping Li ◽  
Xi Lai

The size of small-scale sugarcane harvester is decided by installation position of the cutting device of it. In this paper , Several simulation experiments were made by established a virtual prototype of sugarcane cutting system, and the relationship between the effect of holding sugarcane(measured by angle) and the installed position of cutting disk with different forward speed and different rotational speed was researched, and propose that the rotation speed of sugarcane holding device and forward speed of harvester influence the installed position of the cutting device by analyzing the data from virtual experiment. At last, a empirical regression equation which indicate the relationship among rotation speed of sugarcane holding device (n), forward speed of harvester (v) and the installed position is given.


2014 ◽  
Vol 556-562 ◽  
pp. 1092-1095
Author(s):  
Shuang Long Li ◽  
Wei Xiong

Calculate the minimum turning radius of articulated material-carrier in theory, and establish a full-vehicle model for motion simulation to obtain the minimum turning radius with the application of virtual prototype software ADAMS, then compare the theoretical value with simulation value. Analyze the relationship between the position of articulated point in the material-carrier and the minimum turning radius.


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