5,992 research outputs found
IMMERSIVE, INTEROPERABLE AND INTUITIVE MIXED REALITY FOR SERVICE IN INDUSTRIAL PLANTS
The authors propose an innovative Mixed Reality solution representing an immersive intuitive and interoperable environment to support service in
industrial plants. These methodologies are related to concepts of Industry 4.0. Solutions based on a mix of VR and AR (Virtual and Augmented Reality ) with special attention to the maintenance of industrial machines; indeed the authors propose an overview of this approach and other synergistic techniques. Moreover, alternative instruments are presented and their specific advantages and disadvantages are described. Particularly, the approach is based on the SPIDER, an advanced interoperable interactive CAVE developed by the authors which supports cooperative work of several users involved in training, troubleshooting and supervision are proposed. Last but not least, an overview of projects using same techniques in other fields, such as construction, risk assessment, Virtual Prototyping and Simulation Based Design is presented
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Digital inclusion - the vision, the challenges and the way forward
This paper considers the vision and aspiration of digital inclusion, and then examines the current reality. It looks beyond the rhetoric to provide an analysis of the status quo, a consideration of some facilitators and challenges to progress and some suggestions for moving forward with renewed energy and commitment. The far-reaching benefits of digital inclusion and the crucial role it plays in enabling full participation in our digital society are considered. At the heart of the vision of universal digital inclusion is the deceptively simple goal to ensure that everyone is able to access and experience the wide-ranging benefits and transformational opportunities and impacts it offers. The reality is a long way from the vision: inequality of access still exists despite many national campaigns and initiatives to reduce it. The benefits and beneficiaries of a digital society are not just the individual but all stakeholders in the wider society. Research evidence has shown that the critical success factors for successful digital participation are (i) appropriate design and (ii) readily available and on-going ICT (Information and Communication Technology) support in the community. Challenges and proven solutions are presented. The proposition of community hubs in local venues to provide user-centred ICT support and learning for older and disabled people is presented. While the challenges to achieve digital inclusion are very considerable, the knowledge of how to achieve it and the technologies which enable it already exist. Harnessing of political will is necessary to make digital inclusion a reality rather than a vision. With the cooperation and commitment of all stakeholders actualisation of the vision of a digitally inclusive society, while challenging, can be achieved and will yield opportunities and rewards that eclipse the cost of implementation
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Contextual Analysis of Enterprise Mobile Services Requirements
This article presents a framework to classify various types of mobile services implemented in organizational settings. Based on the objectives of wireless information systems (WIS), we identify three categories viz. enterprise mobile services, enterprise-advantage mobile services, and consumer mobile services. While the last two categories of mobile services have received broader attention, there has not been much work done in analyzing the role of mobile services in the organizational settings specific to various industries. In this article, we attempt to fill this void by synthesizing the extant literature in this area. Based on the degree of user\u27s mobility in their organizational settings, we categorize enterprise mobile services in three subcategories. This categorization helps identijy differences in the information access needs of users. We then discuss how firms belonging to various industries can benefit from mobile services and various issues that need to be addressed before embracing such services. Finally this paper concludes with identification of potential research topics
STS-45 Space Shuttle mission report
The STS-45 Space Shuttle Program Mission Report contains a summary of the vehicle subsystem operations during the forty-sixth flight of the Space Shuttle Program and the eleventh flight of the Orbiter Vehicle Atlantis (OV-104). In addition to the Atlantis vehicle, the flight vehicle consisted of the following: an External Tank (ET) designated as ET-44 (LWT-37); three Space Shuttle main engines (SSME's), which were serial numbers 2024, 2012, and 2028 in positions 1, 2, and 3, respectively; and two Solid Rocket Boosters (SRB's) designated as BI-049. The lightweight redesigned Solid Rocket Motors (RSRM's) installed in each of the SRB's were designated as 360L021A for the left SRM and 360W021B for the right SRM. The primary objective of this mission was to successfully perform the planned operations of the Atmospheric Laboratory for Applications and Science-1 (ATLAS-1) and the Shuttle Solar Backscatter Ultraviolet Instrument (SSBUV) payloads. The secondary objectives were to successfully perform all operations necessary to support the requirements of the following: the Space Tissue Loss-01 (STL-01) experiment; the Radiation Monitoring Equipment-3 (RME-3) experiment; the Visual Function Tester-2 (VFT-2) experiment; the Cloud Logic to Optimize use of Defense System (CLOUDS-1A) experiment; the Shuttle Amateur Radio Experiment 2 (SAREX-2) Configuration B; the Investigation into Polymer Membranes Processing experiment; and the Get-Away Special (GAS) payload G-229. The Ultraviolet Plume Instrument (UVPI) was a payload of opportunity that required no special maneuvers. In addition to the primary and secondary objectives, the crew was tasked to perform as many as 10 Development Test Objectives (DTO'S) and 14 Detailed Supplementary Objectives (DSO's)
Evaluating the use of mobile collaborative augmented reality within field service networks: the case of Océ Italia–Canon Group.
The adoption of Augmented Reality (AR) technologies can make the provision of
field services to industrial equipment more effective. In these situations, the cost of
deploying skilled technicians in geographically dispersed locations must be accurately
traded off with the risks of not respecting the service level agreements with the customers. This paper, through the case study of a leading OEM in the production printing industry, presents the challenges that have to be faced in order to favour the adoption of a particular kind of AR named Mobile Collaborative Augmented Reality (MCAR). In particular, this study uses both qualitative and quantitative research. Firstly, a demonstration to show how MCAR can support field service was settled in order to achieve information about the use experience of the people involved. Then, the entire field force of Océ Italia – Canon Group was surveyed in order to investigate quantitatively the technicians’ perceptions about the usefulness and ease of use of MCAR, as well as their intentions to use this technology
Analysis of a Moon outpost for Mars enabling technologies through a Virtual Reality environment
The Moon is now being considered as the starting point for human exploration of the Solar System beyond low-Earth orbit. Many national space agencies are actively advocating to build up a lunar surface habitat capability starting from 2030 or earlier: according to ESA Technology Roadmaps for Exploration this should be the result of a broad international cooperation. Taking into account an incremental approach to reduce risks and costs of space missions, a lunar outpost can be considered as a test bed towards Mars, allowing to validate enabling technologies, such as water processing, waste management, power generation and storage, automation, robotics and human factors. Our natural satellite is rich in resources that could be used to pursue such a goal through a necessary assessment of ISRU techniques.
The aim of this research is the analysis of a Moon outpost dedicated to the validation of enabling technologies for human space exploration.
The main building blocks of the outpost are identified and feasible evolutionary scenarios are depicted, to highlight the incremental steps to build up the outpost. Main aspects that are dealt with include outpost location and architecture, as well as ISRU facilities, which in a far term future can help reduce the mass at launch, by producing hydrogen and oxygen for consumables, ECLSS, and propellant for Earth-Moon sorties and Mars journeys. A test outpost is implemented in a Virtual Reality (VR) environment as a first proof-of-concepts, where the elements are computer-based mock-ups. The VR facility has a first-person interactive perspective, allowing for specific in-depth analyses of ergonomics and operations. The feedbacks of these analyses are crucial to highlight requirements that might otherwise be overlooked, while their general outputs are fundamental to write down procedures. Moreover, the mimic of astronauts’ EVAs is useful for pre-flight training, but can also represent an additional tool for failures troubleshooting during the flight controllers’ nominal operations. Additionally, illumination maps have been obtained to study the light conditions, which are essential parameters to assess the base elements location. This unique simulation environment may offer the largest suite of benefits during the design and development phase, as it allows to design future systems to optimize operations, thus maximizing the mission’s scientific return, and to enhance the astronauts training, by saving time and cost.
The paper describes how a virtual environment could help to design a Moon outpost for an incremental architecture strategy towards Mars missions
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