10 research outputs found

    Analysis of vibrational resonance in bi-harmonically driven plasma

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    The phenomenon of vibrational resonance (VR) is examined and analyzed in a bi-harmonically driven two-fluid plasma model with nonlinear dissipation. An equation for the slow oscillations of the system is analytically derived in terms of the parameters of the fast signal using the method of direct separation of motion. The presence of a high frequency externally applied electric field is found to significantly modify the system's dynamics, and consequently, induce VR. The origin of the VR in the plasma model has been identified, not only from the effective plasma potential but also from the contributions of the effective nonlinear dissipation. Beside several dynamical changes, including multiple symmetry-breaking bifurcations, attractor escapes, and reversed period-doubling bifurcations, numerical simulations also revealed the occurrence of single and double resonances induced by symmetry breaking bifurcations

    The Industrial Track of EuroVR 2018:Proceedings of the 15th Annual EuroVR Conference

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    The Industrial Track of EuroVR 2018:Proceedings of the 15th Annual EuroVR Conference

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    Evaluating the utility of multi-user VR in product development

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    Verifying the design of a mechanical product typically requires a physical mockup. Virtual reality can avoid this by letting workers experience real-size design inspections avoiding to waste time and money to produce physical and potentially still faulty assets. Multi-user environments have been studied to verify the utility of virtual reality in performing design reviews for maintainability. The main features required in such software have been determined. A systematic literature review on the state of the art usages of virtual reality for design inspections and industrial training completes the thesis

    Simulation-Based Countermeasures Towards Accident Prevention : Virtual Reality Utilization in Industrial Processes and Activities

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    Despite growing industrial interests in fully immersive virtual reality (VR) applications for safety countermeasures, there is scanty research on the subject in the context of accident prevention during manufacturing processes and plant maintenance activities. This dissertation aims to explore and experiment with VR for accident prevention by targeting three workplace safety countermeasures: fire evacuation drills, hazard identification and risk assessments (HIRA), and emergency preparedness and response (EPR) procedures. Drawing on the virtual reality accident causation model (VR-ACM) (i.e., 3D modelling and simulation, accident causation, and safety drills) and the fire evacuation training model, two industrial 3D simulation models were utilized for the immersive assessment and training. These were a lithium-ion battery (LIB) manufacturing factory and a gas power plant (GPP). In total, five studies (publications) were designed to demonstrate the potential of VR in accident prevention during the manufacturing processes and maintenance activities at the facility conceptual stages. Two studies were with the LIB factory simulation to identify inherent hazards and assess risks for redesigning the factory to ensure workplace safety compliance. The other three studies constituted fire hazard identifications, emergency evacuations and hazard control/mitigations during the maintenance activity in the GPP simulation. Both study models incorporated several participants individually immersed in the virtual realm to experience the accident phenomena intuitively. These participants provided feedback for assessing the research objectives. Results of the studies indicated that several inherent hazards in the LIB factory were identified and controlled/mitigated. Secondly, the GPP experiment results suggested that although the maintenance activity in the virtual realm increased the perception of presence, a statistically significant delay was recorded at the pre-movement stage due to the lack of situational safety awareness. Overall, the study demonstrates that participants immersed in a VR plant maintenance activity and manufacturing factory process simulation environments can experience real-time emergency scenarios and conditions necessary for implementing the essential safety countermeasures to prevent accidents.Vaikka kiinnostus virtuaalitodellisuuden (VR) käyttöön turvallisuuden varotoimissa teollisuudessa on kasvanut, tutkimuksia ei ole juurikaan tehty onnettomuuksien ehkäisystä valmistus- ja kunnossapitotoiminnassa. Tämän väitöskirjan tavoitteena on tutkia ja kokeilla VR:ää tapaturmien ehkäisyssä kohdistuen kolmeen työpaikan turvallisuuden varotoimeen: paloharjoitukset, riskien arvioinnit sekä hätätilanteiden valmiusmenettelyt ja toimintasuunnitelmat (EPR). Kokemuksellisessa ja uppouttavassa koulutuksessa hyödynnettiin kahta teollisuuden 3D-simulointimallia, jotka nojautuvat virtuaalitodellisuuden onnettomuuksien aiheutumismalliin (VR-ACM) (eli 3D-mallinnus- ja simulointi, onnettomuussyy- ja turvallisuuskoulutus) sekä paloharjoitusmalliin. Nämä 3D-simulointimallit ovat litiuminoniakkuja (LIB) valmistava tehdas, joka rakennettiin Visual Components 3D-simulointiohjelmistolla (versio 4.0) ja kaasuvoimala (GPP) Unrealin reaaliaikaisella pelimoottorilla (versio 4.2). Yhteensä viisi tutkimusta (julkaisua) suunniteltiin havainnollistamaan VR:n potentiaalia tapaturmien ehkäisyssä valmistusprosessin layout-suunnittelun ja tehtaan konseptivaiheissa tehtävän kunnossapidon aikana. Kaksi tutkimusta tehtiin LIB-tehdassimulaatiolla vaarojen tunnistamiseksi sekä riskien arvioimiseksi. Tutkimukset tehtiin tehtaan uudelleensuunnittelua varten, työturvallisuuden noudattamisen varmistamiseksi. Muut kolme tutkimusta käsittelevät palovaaran tunnistamista, hätäevakuointia ja riskien vähentämistä huoltotoiminnan aikana GPP-simulaatiossa. Molemmissa tutkimusmalleissa oli useita virtuaalimaailmaan uppoutuneita osallistujia, jotka saivat kokea onnettomuudet yksilöllisesti ja intuitiivisesti. Osallistujat antoivat palautetta kokeen jälkeisessä kyselyssä. Kyselyn tuloksien avulla LIB-tehtaassa tunnistettiin ja lievennettiin useita vaaroja. GPP-kokeilun tulokset viittasivat siihen, että vaikka ylläpitotoiminta virtuaalimaailmassa lisäsi teleläsnäoloa, tilastollisesti merkittävä viive kirjattiin liikettä edeltävässä vaiheessa turvallisuustietoisuuden puuteen vuoksi. Kaiken kaikkiaan tutkimus osoittaa, että VR-laitoksen kunnossapitotoimintaan ja tuotantotehtaan prosessisimulaatioympäristöihin uppoutuvat osallistujat voivat kokea reaaliaikaisia hätäskenaarioita ja olosuhteita, jotka ovat välttämättömiä olennaisten turvallisuustoimien toteuttamiseksi.fi=vertaisarvioitu|en=peerReviewed

    Assisting Navigation and Object Selection with Vibrotactile Cues

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    Our lives have been drastically altered by information technology in the last decades, leading to evolutionary mismatches between human traits and the modern environment. One particular mismatch occurs when visually demanding information technology overloads the perceptual, cognitive or motor capabilities of the human nervous system. This information overload could be partly alleviated by complementing visual interaction with haptics. The primary aim of this thesis was to investigate how to assist movement control with vibrotactile cues. Vibrotactile cues refer to technologymediated vibrotactile signals that notify users of perceptual events, propose users to make decisions, and give users feedback from actions. To explore vibrotactile cues, we carried out five experiments in two contexts of movement control: navigation and object selection. The goal was to find ways to reduce information load in these tasks, thus helping users to accomplish the tasks more effectively. We employed measurements such as reaction times, error rates, and task completion times. We also used subjective rating scales, short interviews, and free-form participant comments to assess the vibrotactile assisted interactive systems. The findings of this thesis can be summarized as follows. First, if the context of movement control allows the use of both feedback and feedforward cues, feedback cues are a reasonable first option. Second, when using vibrotactile feedforward cues, using low-level abstractions and supporting the interaction with other modalities can keep the information load as low as possible. Third, the temple area is a feasible actuation location for vibrotactile cues in movement control, including navigation cues and object selection cues with head turns. However, the usability of the area depends on contextual factors such as spatial congruency, the actuation device, and the pace of the interaction task

    Industrial Applications of VR, AR, and MR Technologies

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    Industrial application trends and market perspectives for virtual reality and visual simulation

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    This paper attempts to provide an overview of current market trends in industrial applications of VR (Virtual Reality) and VisSim (visual simulation) for the next few years. Several market studies recently undertaken are presented and commented. A profile of some companies that are starting to work with these technologies is provided, in an attempt to motivate Brazilian companies into the use of these new technologies by describing successful example applications undertaken by foreign companies

    The Industrial Track of EuroVR 2018 Proceedings of the 15th Annual EuroVR Conference

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    We are pleased to present these conference proceedings in the VTT Technology series, the papers accepted for the Industrial Track of EuroVR 2018, the 15th annual EuroVR conference, Savoy Place, London, United Kingdom, 22nd to 23th October 2018. In previous years the EuroVR conference has been held in Bremen (2014), Lecco (2015), Athens (2016), and Laval (2017). This series was initiated in 2004 by the INTUITION Network of Excellence in Virtual and Augmented Reality, supported by the European Commission until 2008, and incorporated within the Joint Virtual Reality Conferences (JVRC) from 2009 to 2013. The focus of the EuroVR conferences is to present, each year, novel Virtual Reality (VR), Mixed Reality (MR) and Augmented Reality (AR) technologies, including software systems, display technologies, interaction devices, and applications, to foster engagement between industry, academia, and the public sector, and to promote the development and deployment of VR/MR/AR technologies in new, emerging, and existing fields. This annual event of the EuroVR association (https://www.eurovr-association.org/) provides a unique platform for exchange between researchers, technology providers, and end users around commercial or research applications. This publication is a collection of the industrial papers presented at the conference. It provides an interesting perspective into current and future industrial applications of VR/AR/MR. The Industrial Track is an opportunity for industry to tell the research and development communities what they use the technologies for, to say what they really think about VR/AR/MR, and to explain their needs now and in the future. You will find presentations from large and small industries from all over Europe and beyond. We would like to warmly thank the industrial committee chairs for their great support and commitment to the conference, and special thanks go to the local organizing committee for their great effort in making this event happen . Enjoy your time in London! On behalf of the organising committee, EuroVR IPC member and Principal Scientist at VTT Technical Research Centre of Finland Ltd., Finland Research Fellow and Lecturer at School of Simulation and Visualisation, Glasgow School of Arts, U
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