8 research outputs found

    Direct modeling techniques in the conceptual design stage in immersive environments for DfA&D

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    Due to the fast – growing competition of the mass – products markets, companies are looking for new technologies to maximize productivity and minimize time and costs. In the perspective of Computer Aided Process Planning (CAPP), companies want to optimize fixture design and assembly planning for different goals. To meet these demands, the designers' interest in Design for Assembly and Disassembly is growing considerably and is increasingly being integrated into the CAPP. The work described in this thesis aims to exploit immersive technologies to support the design of mating elements and assembly / disassembly, by developing a data exchange flow between the immersive environment and the modeling environment that provides the high – level modeling rules, both for modeling features and for assembly relationships. The main objective of the research is to develop the capability to model and execute simple coupling commands in a virtual environment by using fast direct modeling commands. With this tool the designer can model the coupling elements, position them and modify their layout. Thanks to the physical engine embedded in the scene editor software, it is possible to take into consideration physical laws such as gravity and collision between elements. A library of predefined assembly features has been developed through the use of an external modeling engine and put into communication with the immersive interaction environment. Subsequently, the research involved the study of immersive technologies for workforce development and training of workers. The research on immersive training involved industrial case studies, such as the projection of the disassembly sequence of an industrial product on a head mounted display, and less industrial case studies, such as the manual skills development of carpenters for AEC sectors and the surgeon training in the pre – operative planning in medical field

    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution

    Proceedings of the European Conference on Agricultural Engineering AgEng2021

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    This proceedings book results from the AgEng2021 Agricultural Engineering Conference under auspices of the European Society of Agricultural Engineers, held in an online format based on the University of Évora, Portugal, from 4 to 8 July 2021. This book contains the full papers of a selection of abstracts that were the base for the oral presentations and posters presented at the conference. Presentations were distributed in eleven thematic areas: Artificial Intelligence, data processing and management; Automation, robotics and sensor technology; Circular Economy; Education and Rural development; Energy and bioenergy; Integrated and sustainable Farming systems; New application technologies and mechanisation; Post-harvest technologies; Smart farming / Precision agriculture; Soil, land and water engineering; Sustainable production in Farm buildings

    Towards privacy-compliant mobile computing

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    Sophisticated mobile computing, sensing and recording devices like smartphones, smartwatches, and wearable cameras are carried by their users virtually around the clock, blurring the distinction between the online and offline worlds. While these devices enable transformative new applications and services, they also introduce entirely new threats to users’ privacy because they can capture a complete record of the user’s location, online and offline activities, and social encounters, including an audiovisual record. Such a record of users’ personal information is highly sensitive and is subject to numerous privacy risks. In this thesis, we have investigated and built systems to mitigate two such privacy risks: 1) privacy risks due to ubiquitous digital capture, where bystanders may inadvertently be captured in photos and videos recorded by other nearby users, 2) privacy risks to users’ personal information introduced by a popular class of apps called ‘mobile social apps’. In this thesis, we present two systems, called I-Pic and EnCore, built to mitigate these two privacy risks. Both systems aim to put the users back in control of what personal information is being collected and shared, while still enabling innovative new applications. We built working prototypes of both systems and evaluated them through actual user deployments. Overall we demonstrate that it is possible to achieve privacy-compliant digital capture and it is possible to build privacy-compliant mobile social apps, while preserving their intended functionality and ease-of-use. Furthermore, we also explore how the two solutions can be merged into a powerful combination, one which could enable novel workflows for specifying privacy preferences in image capture that do not currently exist.Die heutigen GerĂ€te zur mobilen Kommunikation, und Messdatenerfassung und - aufzeichnung, wie Smartphones, Smartwatches und Sport-Kameras werden in der Regel von ihren Besitzern rund um die Uhr getragen, so daß der Unterschied zwischen Online- und Offline-Zeiten zunehmend verschwimmt. Diese GerĂ€te ermöglichen zwar völlig neue Applikationen und Dienste, gefĂ€hrden aber gleichzeitig die PrivatsphĂ€re ihrer Nutzer, weil sie den Standort, die gesamten On-und Offline AktivitĂ€ten, sowie die soziale Beziehungen protokollieren, bis hin zu audio-visuellen Aufzeichnungen. Solche persönlichen Nutzerdaten sind extrem schĂŒtzenswert und sind verschiedenen Risiken in Bezug auf die PrivatsphĂ€re ausgesetzt. In dieser These haben wir Systeme untersucht und gebaut, die zwei dieser Risiken fĂŒr die PrivatsphĂ€re minimieren: 1) Risiko der PrivatssphĂ€re wegen omniprĂ€senter digitaler Aufzeichnungen Dritter, bei denen Unbeteiligte unbeabsichtigt (oder gegen ihren Wunsch) in Fotos und Videos festgehalten werden 2) Risiko fĂŒr die persönlichen Informationen der Nutzer welche durch die bekannte Kategorie der sozialen Applikationen herbeigefĂŒhrt werden. In dieser These stellen wir zwei Systeme, namens I-Pic und EnCore vor, welche die zwei PrivatssphĂ€re-Risiken minimieren. Beide System wollen dem Benutzer die Kontrolle zurĂŒckgeben, zu entscheiden welche seiner persönlichen Daten gesammelt und geteilt werden, wĂ€hrend weiterhin neue innovative Applikationen ermöglicht werden. Wir haben fĂŒr beide Systeme funktionsfĂ€hige Prototypen gebaut und diese mit echten Nutzerdaten evaluiert. Wir können generell zeigen dass es möglich ist, digitale Aufzeichnung zu machen, und soziale Applikationen zu bauen, welche nicht die PrivatsphĂ€re verletzen, ohne dabei die beabsichtige FunktionalitĂ€t zu verlieren oder die Bedienbarkeit zu mindern. Des weiteren erforschen wir, wie diese zwei Systeme zu einem leistungsfĂ€higeren Ansatz zusammengefĂŒhrt werden können, welcher neuartige Workflows ermöglicht, um Einstellungen zur PrivatsphĂ€re fĂŒr digitale Aufzeichnungen vorzunehmen, die es heute noch nicht gibt

    UK news coverage of extended reality technologies: analysing extended reality news discourse and its relation to product marketing

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    Informed by framing theory from a social constructivist perspective, this thesis presents a study of extended reality (XR) news discourse and its relationship with product marketing. The study analyses how XR is represented in the news and the extent to which this news acts as a promotional tool for XR products, potentially supporting their diffusion. These aims are addressed using a multimodal, mixed methods research design utilising quantitative content analysis and qualitative framing analysis. This is based on a sample of 977 news articles from three UK national news websites (The Sun, The Guardian and MailOnline) during the period that the latest generation of XR products were announced and released (2012-2017). These articles are compared to the marketing of five XR products (Oculus Rift, Samsung Gear VR, Google Glass, Microsoft HoloLens and Magic Leap). The study reveals that the news outlets favour positive representations of XR and that several of the same frames appear in both the news and marketing samples. It also uncovers that the creators of XR hardware and software have been the dominant news sources, contributing to the positive framing of the technologies. With insights from diffusion of innovations theory and technological acceptance models, it finds that the frames used in the news discourse highlight aspects of the technologies that could increase the likelihood of their adoption. These findings indicate that this news prioritises the interests of XR companies over those of the general public, compromising traditional journalistic principles. This research contributes to the existing literature on news coverage of emerging technologies, as well as studies examining the interplay between news and promotional content. The thesis also makes a theoretical and methodological contribution by developing a set of frames and frame categories that can be applied to future studies of other emerging technologies
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