119,951 research outputs found
Digital Transformation, Applications, and Vulnerabilities in Maritime and Shipbuilding Ecosystems
The evolution of maritime and shipbuilding supply chains toward digital ecosystems increases operational complexity and needs reliable communication and coordination. As labor and suppliers shift to digital platforms, interconnection, information transparency, and decentralized choices become ubiquitous. In this sense, Industry 4.0 enables smart digitalization in these environments. Many applications exist in two distinct but interrelated areas related to shipbuilding design and shipyard operational performance. New digital tools, such as virtual prototypes and augmented reality, begin to be used in the design phases, during the commissioning/quality control activities, and for training workers and crews. An application relates to using Virtual Prototypes and Augmented Reality during all the design and construction phases. Another application relates to the cybersecurity protection of operational networks that support shipbuilding supply chains that ensures the flow of material and labor to the shipyards. This protection requires a holistic approach to evaluate their vulnerability and understand ripple effects. This paper presents the applications of Industry 4.0 for the areas mentioned above. The first case in shipbuilding design is an example of how the virtual prototype of a ship, together with wearable devices enabling augmented reality, can be used for the quality control of the construction of ship systems. For the second case, we propose developing an artificial intelligence-based cybersecurity supply network framework that characterizes and monitors shipbuilding supply networks and determines ripple effects from disruptions caused by cyberattacks. This framework extends a novel risk management framework developed by Diaz and Smith and Smith and Diaz that considers complex tiered networks
Impact of Spatial Cognitive Abilities on the Effectiveness of Augmented Reality in Construction and Fabrication
Modular construction has emerged to help address the challenges posed to the construction industry by stagnant productivity rates and a shortage of skilled labor as it allows for greater automation and for work to be completed in a controlled fabrication shop environment as opposed to on a construction site. This requires tighter tolerance controls than traditional stick-built construction because the components must fit together easily with minimal on-site intervention.
Modular construction has become widespread in industrial piping construction projects. Pipe spools are assembled in a fabrication shop, installed in a module and then the modules are shipped to the construction site for installation. Since piping components account for up to 50% of the cost of an industrial construction project, it is imperative to assemble these components quickly and correctly.
In recent years, augmented reality has become increasingly prevalent as technological advances allow for higher quality digital environments at lower price points. These advances coupled with the increased accessibility of high-quality inexpensive 3D scanning technologies has made it possible to develop augmented reality solutions for real-time conformance control of pipe spool assemblies.
An experiment was designed and conducted with the objective of assessing how an augmented reality software can increase productivity and reduce rework in pipe spool assembly. Forty engineers and twenty-one pipe fitters were recruited to assemble a PVC pipe spool using either a two-sided isometric drawing or an augmented reality software. The participants were assessed for the time required to complete the assembly and for the amount of rework they had to complete to create a compliant assembly. They were also surveyed regarding their personal interest in technology and their input on how to best implement this technology. Participants were asked to complete a short test to assess their spatial skills.
The results of the completed study show that the use of an augmented reality software can increase productivity and minimize the impact of rework for both expert (pipe fitter) and drawing-literate (engineer) users. The revised workflow created through the usage of such a software essentially eliminates traditional rework. It was found that all users can benefit from the use of such a tool but that users who have lower spatial cognitive skills benefit the most
Parametric Surfaces for Augmented Architecture representation
Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation
Derivation of Minimum Required Model for Augmented Reality Based Stepwise Construction Assembly Control
The global 3D imaging market is expected to reach $26 billion by 2024 with an annual growth of 23.7% (3D Imaging Market Global Scenario, Market Size, Trend and Forecast, 2015 – 2024. 2018). Various industries are extensively involved in this emergence including the healthcare and entertainment industries, the architecture and construction industries. Additionally, global steel pipe demand is predicted to rise by 3.5% annually until 2019. The combination of the two growths raises the potential of 3D imaging technologies in the construction industry, especially in the piping industry. Thanks to the virtuous cycle between growth and innovation, development and applications of new 3D vision technologies and techniques has become a need for the construction industry facing harsh competition globally. Similarly, prefabrication has been boosted in the construction industry, reducing costs and optimizing time of fabrication. It also copes with the increased demand of small tolerances which sets the industry and its labor under high pressure. Thus, quality control is reinforced in fabrication facilities, and innovations can be deployed in that domain to preclude assemblies from any incompliance. Employing 3D scanners is one effective way to do so, and the recent emergence of handheld laser scanners has created the opportunity to develop efficient new methods to be used for quality control.
This thesis proposes a novel methodology for deriving 3D models for assemblies to be fabricated, breaking down a barrier that previously inhibited the utilization of small-range handheld 3D laser scanners. The process is applicable for industrial assembly lines, which present a stepwise fabrication process such as that for pipe spools. The methodology also aims at streamlining the fabrication flow for workers, and can provide as-built information to the management team. To do so, piping assemblies are thoroughly analyzed and decomposed at each and every step around the weld of interest: one part is being added with respect to the other. From this decomposition of a pipe spool, the challenge of the methodology is to shrink down to the minimum the amount of components that have to be investigated to control the geometry of the assembly. The key concept of solid of revolution is introduced and permits the derivation of the Minimum Required Model (MRM). Examples are generated and experiments are conducted to test the effectiveness of the presented method. This is mainly realized by implementing the algorithm within an in-house software, developed along with another PhD student, a master’s student and a co-op student. The software enables the comparison of the acquired scene to the 3D model by segmenting piping components individually, and generating the as-modelled point cloud. Consequently, piping components can directly be segmented within the software, and the MRM can be derived and compared to the expected model.
In order to evaluate the efficiency of the method, three criteria are proposed: (1) the level of spatial complexity between the derived Minimum Required Model and the initial 3D model, (2) the capacity to use a handheld scanner with or without the MRM, and finally (3) the accuracy of the comparison between the acquired scan and the 3D model
PENGARUH PENGGUNAAN AUGMENTED REALITY TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN KONSTRUKSI DAN UTILITAS GEDUNG DI SMKN 1 MAJALENGKA
Kesulitan yang dialami oleh beberapa siswa dalam hal memahami gambar 2D
adalah suatu permasalahan dalam penelitian ini sehingga penelitian ini disusun untuk
tujuan : (1) meninjau gambaran pembelajaran menggunakan augmented reality pada mata
pelajaran konstruksi dan utilitas gedung di SMKN 1 Majalengka, (2) meninjau hasil belajar
siswa pada mata pelajaran konstruksi dan utilitas gedung di SMKN 1 Majalengka, (3)
mengetahui terdapat tidaknya pengaruh pada penggunaan augmented reality terhadap hasil
belajar siswa SMKN 1 Majalengka. Metode penelitian yang diterapkan yaitu Metode Quasi
Eksperimental Design dengan bentuk penelitian Nonequivalent Control Grup Design.
Subjek yang terlibat dalam penelitian ini yaitu 36 siswa kelas XI DPIB 1 tergolong Kelas
Eksperimen dan 36 siswa kelas XI DPIB 2 tergolong Kelas Kontrol. Teknik pengumpulan
data pada penelitian ini menggunakan instrumen tes dan angket. Teknik analisis data yang
digunakan yaitu analisis deskriptif kuantitatif pada hasil respon siswa serta analisis statistik
dilakukan dalam analisis N-Gain diperoleh dari pretest-posttestsiswa kelas eksperimen dan
kelas kontrol dan analisis uji beda t dan uji mann-whitney u test yang diperoleh dari hasil
pretest-posttest dan N-Gain yang berkaitan dengan hipotesis. Hasil penelitian
menunjukkan bahwa : (1) Penggunaan Augmented Reality termasuk pada kategori Baik.
(2) Terdapat peningkatan hasil belajar siswa setelah diberikan perlakuan ditinjau dari rata�rata nilai N-Gain dengan kategori Sedang. (3) Berdasarkan uji hipotesis mann-whitney u
test H1diterima yang artinya terdapat pengaruh yang ditinjau dari nilai rata-rata N-Gain
kelas eksperimen lebih besar dibandingkan dengan kelas kontrol.
Kata Kunci : Augmented Reality, Pengaruh Media Pembelajaran, Hasil Belajar.
ABSTRACT
THE EFFECT OF THE USE OF AUGMENTED REALITY ON STUDENT
LEARNING OUTCOMES IN BUILDING CONSTRUCTION AND UTILITY
SUBJECTS AT SMKN 1 MAJALENGKA
Eragilang Mukhtar
1807588
Program Of Building Engineering Education Studies
Department of Civil Engineering Education, Faculty of Technological and Vocational
Education,
Indonesian University of Education.
Jl. Dr. Setiabudi No. 299, Isola, Sukasari, Bandung City, West Java 40154
Email : [email protected]
The difficulty experienced by some students in terms of understanding 2D images
is a problem in this study so that this study was compiled for the purpose of: (1) reviewing
the learning picture using augmented reality in building construction and utility subjects
at SMKN 1 Majalengka, (2) reviewing student learning outcomes in building construction
and utility subjects at SMKN 1 Majalengka, (3) knowing whether there is an influence on
the use of augmented reality on the learning outcomes of students of SMKN 1 Majalengka.
The research method applied is the Quasi Experimental Design Method with the form of
Nonequivalent Control Group Design research. The subjects involved in this study were
36 students of class XI DPIB 1 classified as Experimental Class and 36 students of class
XI DPIB 2 classified as Control Class. The data collection technique in this study used test
instruments and questionnaires. The data analysis techniques used are quantitative
descriptive analysis on student response results and statistical analysis carried out in N�Gain analysis obtained from the pretest-posttest of students of the experimental class and
control class and the analysis of the t difference test and the mann-whitney u test obtained
from the results of the pretest-posttest and N-Gain relating to hypotheses. The results
showed that: (1) The use of Augmented Reality is included in the Good category. (2) There
was an increase in student learning outcomes after being given treatment in terms of the
average N-Gain score in the Medium category. (3) Based on the mann-whitney u test
hypothesis test H1is accepted which means that there is an influence in terms of the average
value of the N-Gain of the experimental class is greater than that of the control class.
Keywords : Augmented Reality, Influence of Learning Media, Learning Outcomes
The LAB@FUTURE Project - Moving Towards the Future of E-Learning
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment
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