Virtual Training System of Special Equipment Operation Based on Virtools

2014 ◽  
Vol 624 ◽  
pp. 540-544
Author(s):  
Biao Deng ◽  
Lian Wei Liu

Considering the problems of long training cycle, low frequency, big loss and high costs existing in traditional training, this article builds a three-dimensional virtual training environment and a interaction training method using virtual reality technology. This application enables trainees to learn a special equipment training knowledge on personal computer. This application can improve the training quality and efficiency, shorten the training cycle, save training funds, reduce equipment loss, has the advantages of safety, and are not affected by the conditions of use and environmental restrictions.

2014 ◽  
Vol 998-999 ◽  
pp. 712-716
Author(s):  
Jie Zhang ◽  
Fang Wang ◽  
Xin Jun Wang

In view of the problems of long training cycle, big loss, low frequency and high costs exists in traditional assembly repair training, this article builds a three-dimensional virtual training environment and a training method combined presentation and interaction using virtual reality technology. This application enables trainees to learn the WS2400A2 type special equipment chassis assembly repair knowledge on personal computer. This application not only can improve the training quality and efficiency, shorten the training cycle, save training funds and reduce equipment loss, also, has the advantages of safety, are not affected by the conditions of use and environmental restrictions.


2013 ◽  
Vol 437 ◽  
pp. 861-865 ◽  
Author(s):  
Zhi Bin Zou ◽  
Jiang Biao Wu ◽  
Ming Ma

Maintenance training of airborne electronic equipment is the guarantee of working orderly for the airplane. The best choice of maintenance training is using real electronic equipment so that high training cost and potential damage to normally working equipment exist. To reduce the training cost and risk, a virtual maintenance training system of airborne electronic equipment is designed and implemented using virtual reality technology. The architecture of this virtual training system is given. In this architecture, three-dimensional model of electronic equipment is implemented by 3DMax software, and GL Studio software is used to create the operation response of all manipulations. Signal models based on multi signals flaw graph is used to simulate various faults. Finally, the application of this virtual maintenance training system in daily aircraft maintenance training show good training efficiency.


2012 ◽  
Vol 263-266 ◽  
pp. 1536-1542
Author(s):  
Wu Sha Huang ◽  
Qiang Chen ◽  
Min Zhuo Wang ◽  
Hao Nan Ye

This paper dissertates the application of Virtual Reality Technology in the training process. Virtual training system has more advantages than traditional training system. The design of virtual training system based on PTC DIVISION Mockup software, position tracker and 3-D mouse is proposed. The system is divided into two parts: directing part and operating part. The directing part is mainly implemented by Functional Simulation structure in DIVISION Mockup. The operating part is realized by virtue of the third-party plug-ins, which connects peripherals with the virtual reality system. This system is applied to the training process of hydraulic pump cart’s assembly and disassembly. More immersive training effect is obtained in this system. The goal of reducing training costs and improving the efficiency of training can be achieved in the virtual training system.


Author(s):  
Atif Qamar ◽  
Zahed Siddique

The role of multimedia enriched web-based applications is being widely accepted as an effective training and instruction mechanism for technical training. Individualized training tools can be created to fit the trainee’s needs. The use of three-dimensional visualization for the web-based training environments plays a key role in building an effective and highly interactive training application. There are still needs to overcome problems regarding the integration of multimedia objects such as three-dimensional animation and simulation. The main objective of this research is to develop the training system with the help of the latest multimedia tools and using the internet as a delivery media. The use of the three-dimensional visualization adds a significant improvement in web-based environment for technical and engineering trainings. In order to accomplish the goals of this research, two kinds of environments are established. Although, the training sections of both the environments are same, there is a difference in terms of editing the position and appearance of the solid models inside the training environment. In the first environment, there is always need of multimedia specialist to edit the position and appearance of the solid models inside the environment. Second environment is provided with a text-based HTML file to provide the easy editing tool for controlling the solid models inside the training environment.


2020 ◽  
Vol 3 (2) ◽  
pp. 1-15
Author(s):  
Heenam Lee

This study examines the history of LVCG training, which is attracting attention as the army’s education and training method in the era of the 4th industrial revolution, and the recent trends in advanced countries, and the direction of the army’s LVCG training development. LVCG training is an effective means for soldiers to improve their survival rate and combat skills by experiencing realistic virtual battles iteratively prior to actual deployment, thereby ultimately improving their readiness. The LVCG training system is classified into four categories: live, virtual training, war game training, and game, collectively referred to as LVCG. In the 1980s, advanced countries began to use the LVCG training system in various areas of education and training, and after the 1990s, they promoted a synthetic environment incorporating the LVCG training system. Recently, the synthetic training environment (STE) that integrates LVCG into a three-dimensional virtual environment. This is attracting attention and developed countries are rapidly transitioning to STE. The Army is also promoting education and training innovation based on big data and artificial intelligence by establishing a low-cost, highly efficient LVCG training environment with LVCG integrated around the synthetic training environment platform and securing education and training data using STE.


2005 ◽  
Author(s):  
Michael T. Gately ◽  
Sharon M. Watts ◽  
John W. Jaxtheimer ◽  
Robert J. Pleban

2012 ◽  
Author(s):  
Cheryl I. Johnson ◽  
Heather A. Priest-Walker ◽  
Paula J. Durlach ◽  
Stephen R. Serge

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


2021 ◽  
Vol 11 (4) ◽  
pp. 1618
Author(s):  
Ping-Nan Chen ◽  
Yung-Te Chen ◽  
Hsin Hsiu ◽  
Ruei-Jia Chen

This paper proposes a passivity theorem on the basis of energy concepts to study the stability of force feedback in a virtual haptic system. An impedance-passivity controller (IPC) was designed from the two-port network perspective to improve the chief drawback of haptic systems, namely the considerable time required to reach stability if the equipment consumes energy slowly. The proposed IPC can be used to achieve stability through model parameter selection and to obtain control gain. In particular, haptic performance can be improved for extreme cases of high stiffness and negative damping. Furthermore, a virtual training system for one-degree-of-freedom sticking was developed to validate the experimental platform of our IPC. To ensure consistency in the experiment, we designed a specialized mechanical robot to replace human operation. Finally, compared with basic passivity control systems, our IPC could achieve stable control rapidly.


2021 ◽  
Vol 45 (5) ◽  
Author(s):  
Yuri Nagayo ◽  
Toki Saito ◽  
Hiroshi Oyama

AbstractThe surgical education environment has been changing significantly due to restricted work hours, limited resources, and increasing public concern for safety and quality, leading to the evolution of simulation-based training in surgery. Of the various simulators, low-fidelity simulators are widely used to practice surgical skills such as sutures because they are portable, inexpensive, and easy to use without requiring complicated settings. However, since low-fidelity simulators do not offer any teaching information, trainees do self-practice with them, referring to textbooks or videos, which are insufficient to learn open surgical procedures. This study aimed to develop a new suture training system for open surgery that provides trainees with the three-dimensional information of exemplary procedures performed by experts and allows them to observe and imitate the procedures during self-practice. The proposed system consists of a motion capture system of surgical instruments and a three-dimensional replication system of captured procedures on the surgical field. Motion capture of surgical instruments was achieved inexpensively by using cylindrical augmented reality (AR) markers, and replication of captured procedures was realized by visualizing them three-dimensionally at the same position and orientation as captured, using an AR device. For subcuticular interrupted suture, it was confirmed that the proposed system enabled users to observe experts’ procedures from any angle and imitate them by manipulating the actual surgical instruments during self-practice. We expect that this training system will contribute to developing a novel surgical training method that enables trainees to learn surgical skills by themselves in the absence of experts.


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