Design of Platform for Hydraulic Manipulator Virtual Reality Interactive and Comprehensive Experiment

2015 ◽  
Vol 741 ◽  
pp. 495-499
Author(s):  
Cun Gen Liu ◽  
Tao Wang ◽  
Ying Zhang ◽  
Yuan Liu

Platform for hydraulic manipulator virtual reality interactive and comprehensive experiment is a master-slave control of hydraulic manipulator servo control system requirement, considering the research and development of Hydraulic manipulator and being ready for pre-research and development of experimental system. According to the demand, the experimental platform can be replaced quickly by implementing agencies, including linear cylinder and swing cylinder and so on, based on analysis of static characteristics and dynamic characteristics for different composition of electro-hydraulic servo valve; It can also be used to simulate the movement of general six degrees of freedom manipulator, with functions of kinematics analysis and motion precision measurement; using virtual reality technology, through 3D virtual manipulator, it can be real-time dynamic display manipulator in space, and motion parameters of each joint. Classification number :TP242.6 Document code : A

2011 ◽  
Vol 97-98 ◽  
pp. 787-793 ◽  
Author(s):  
Shen Hua Yang ◽  
Guo Quan Chen ◽  
Xing Hua Wang ◽  
Yue Bin Yang

Due to the target ship in the traditional ship handling simulator have not the ability to give way to other ships automatically to avoid collision, this paper put forward a new idea that bringing the hydraulic servo platform, six degrees of freedom ship mathematical model, the actual traffic flow, researching achievement of automatic anti-collision in research of the new pattern ship handling simulator, and successfully develop the Intelligent Ship Handling Simulator(ISHS for short). The paper focuse on the research on the network communication model of ISHS. We took the entire simulator system as three relatively independent networks, proposed a framework of communication network that combined IOCP model based on TCP with blocking model based on UDP, and gave the communication process and protocols of system. Test results indicate that this is an effective way to improve the ownship capacity of ship handling simulator and meet the need of multi-ownship configuration of desktop system of ship handling simulator.


Electronics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 1448 ◽  
Author(s):  
Youngwon Ryan Kim ◽  
Hyeonah Choi ◽  
Minwook Chang ◽  
Gerard J. Kim

Recently, a new breed of mobile virtual reality (dubbed as “EasyVR” in this work), has appeared in the form of conveniently clipping on a non-isolating magnifying lenses on the smartphone, still offering a reasonable level of immersion to using the isolated headset. Furthermore, such a form factor allows the fingers to touch the screen and select objects quite accurately, despite the finger(s) being seen unfocused over the lenses. Many navigation techniques have existed for both casual smartphone 3D applications using the touchscreen and immersive VR environments using the various controllers/sensors. However, no research has focused on the proper navigation interaction technique for a platform like EasyVR which necessitates the use of the touchscreen while holding the display device to the head and looking through the magnifying lenses. To design and propose the most fitting navigation method(s) with EasyVR, we mixed and matched the conventional touchscreen based and headset oriented navigation methods to come up with six viable navigation techniques—more specifically for selecting the travel direction and invoking the movement itself—including the use of head-rotation, on-screen keypads/buttons, one-touch teleport, drag-to-target, and finger gestures. These methods were experimentally compared for their basic usability and the level of immersion in navigating in 3D space with six degrees of freedom. The results provide a valuable guideline for designing/choosing the proper navigation method under different navigational needs of the given VR application.


Leonardo ◽  
2019 ◽  
Vol 52 (4) ◽  
pp. 349-356 ◽  
Author(s):  
Kris Layng ◽  
Ken Perlin ◽  
Sebastian Herscher ◽  
Corinne Brenner ◽  
Thomas Meduri

CAVE is a shared narrative six degrees of freedom (6DoF) virtual reality experience. In 3.5 days, 1,927 people attended its premiere at SIGGRAPH 2018. Thirty participants at a time each saw and heard the same narrative from their own individual location in the room, as they would when attending live theater. CAVE set out to disruptively change how audiences collectively experience immersive art and entertainment. Inspired by the social gatherings of theater and cinema, CAVE resonated with viewers in powerful and meaningful ways. Its specific pairing of colocated audiences and physically shared immersive narrative suggests a possible future path for shared cinematic experiences.


1998 ◽  
Vol 21 (6) ◽  
pp. 348-352 ◽  
Author(s):  
T. Yambe ◽  
S. Kobayashi ◽  
S. Nanka ◽  
M. Yoshizawa ◽  
K. Tabayashi ◽  
...  

For the development of the totally implantable artificial organs, it is an important problem to monitor the conditions of the implantable devices, especially when used in clinical cases. In this study, we used position sensors for the 3-dimensional (3-D) virtual reality (VR) system monitor an implantable artificial heart. The sensors used in the experiments were 3-space Fastrak (Polhemus, USA). The position sensors using electro-magnetic forces were attached to the inner actuating zone. Sensitivity of the position sensors was in the order of around 0.8 mm. By use of these VR position sensors, we could easily detect the six degrees of freedom as x,y,z, and pitch, yaw, roll of these sensors. Experimental evaluation using a model circulation loop and healthy adult goats was performed. Experimental results suggest that our newly developed implantable sensors for monitoring the implantable artificial heart system were useful for sensing driving condition, thus possibly useful for the implantable devices for clinical usage.


Author(s):  
Wu Chuan ◽  
Ding Huafeng ◽  
Han Lei

The development of marine equipment is an international trend. It is also a strategic choice for coastal countries, as the basis to construct a strong marine power. For this purpose, the Chinese government has strengthened the support for marine equipment research and development in recent years. For most researchers, however, they cannot test their marine equipment at an actual ocean site due to limited fund as well as because the devices are not easy to move. Hence, devices for simulating ocean waves are emerging on this basis. But these existing devices are not able to completely recreate the motion of an ocean wave. For this reason, this paper introduces a dynamic ocean wave simulator that is based on six-degrees of freedom parallel platform. The simulator consists of two components: a boat model placed on the sea and a six-degrees of freedom platform kept in a room. The boat is used to collect data of the ocean wave motion, and the data are simultaneously transferred, via a general packet radio service wireless network to a controller equipped on the platform. The controller will make calculation of the data and then control the platform to perform motions accordingly, whereby the ocean wave motion can be recreated. After being designed, the simulator is tested in the lab. The results show that the simulator can simulate simple ocean waves and satisfies the requirements of ordinary marine projects.


2013 ◽  
Vol 1 (1) ◽  
pp. 59-67
Author(s):  
Toni Eiselt ◽  
Holger Zickner ◽  
Juliane Schuldt ◽  
Sophie Gröger ◽  
Dieter Weidlich

In applying quality management (QM) methods, as for instance the Failure Mode and Effects Analysis (FMEA) in the field of complex mechatronic systems, it is necessary to visually illustrate the system to be examined to all members of the interdisciplinary team. Using Virtual Reality (VR) in combination with QM methods creates conditions that help the team to improve the application of QM methods considerably. VR is particularly suitable to visualize complex mechanical systems due to its realistic three-dimensional presentation of single components, assemblies, and complete systems in combination with the interaction in all six degrees of freedom. The present article presents goals and results of a research project at Chemnitz University of Technology. One result is that all members of the interdisciplinary team easily gain insight into the stage of development when FMEA is supported by Virtual Reality.


2021 ◽  
pp. 1-17
Author(s):  
Iqra Arshad ◽  
Paulo De Mello ◽  
Martin Ender ◽  
Jason D. McEwen ◽  
Elisa R. Ferré

Abstract Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator sickness scores showed a significant reduction in feelings of nausea during the AI-supplemented six-degrees-of-freedom motion VR compared to traditional 360-degree VR. However, six-degrees-of-freedom motion VR did not reduce oculomotor or disorientation measures of sickness. No changes were observed in FMS and heart rate measures. Improving the congruency between visual and vestibular cues in 360-degree VR, as provided by the AI-supplemented six-degrees-of-freedom motion system considered, is essential for a more engaging, immersive and safe VR experience, which is critical for educational, cultural and entertainment applications.


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