218 research outputs found

    PRT simulation in an immersive virtual world

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    Immersive virtual world environments, such as Second LifeTM (SL), have the potential to dramatically improve the process of analyzing usability within technically correct system simulations, long before the system is built. We report our findings with the SL simulation of a Personal Rapid Transit (PRT) system. The SL model and simulation were done according to the original technical specifications. In interacting with this simulation, the system designers were able to identify several usability issues that would have gone unnoticed in a non-immersive simulation environment. Namely: (1) a problem with the design of the offramp to the station; (2) further requirements for the design of the top of the vehicles, so that the suspended track is out of direct sight of the people inside; (3) further safety requirements for dealing with unexpected obstacles along the path. While all of these issues would have been identified upon deployment of the physical prototype, the contribution of our work is to show how usability issues like these can now be identified much earlier, using simulations in a virtual world. Copyright © 2008 ICST

    Augmented Reality guidance for fusion plant maintenance

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    Effects of Non-Driving Related Tasks During Self-Driving Mode

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    Perception reaction time and mental workload have proven to be crucial in manual driving. Moreover, in highly automated cars, where most of the research is focusing on Level 4 Autonomous driving, take-over performance is also a key factor when taking road safety into account. This study aims to investigate how the immersion in non-driving related tasks affects the take-over performance of drivers in given scenarios. The paper also highlights the use of virtual simulators to gather efficient data that can be crucial in easing the transition between manual and autonomous driving scenarios. The use of Computer Aided Simulations is of absolute importance in this day and age since the automotive industry is rapidly moving towards Autonomous technology. An experiment comprising of 40 subjects was performed to examine the reaction times of driver and the influence of other variables in the success of take-over performance in highly automated driving under different circumstances within a highway virtual environment. The results reflect the relationship between reaction times under different scenarios that the drivers might face under the circumstances stated above as well as the importance of variables such as velocity in the success on regaining car control after automated driving. The implications of the results acquired are important for understanding the criteria needed for designing Human Machine Interfaces specifically aimed towards automated driving conditions. Understanding the need to keep drivers in the loop during automation, whilst allowing drivers to safely engage in other non-driving related tasks is an important research area which can be aided by the proposed study

    Intelligent open data 3D maps in a collaborative virtual world

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    Three-dimensional (3D) maps have many potential applications, such as navigation and urban planning. In this article, we present the use of a 3D virtual world platform Meshmoon to create intelligent open data 3D maps. A processing method is developed to enable the generation of 3D virtual environments from the open data of the National Land Survey of Finland. The article combines the elements needed in contemporary smart city concepts, such as the connection between attribute information and 3D objects, and the creation of collaborative virtual worlds from open data. By using our 3D virtual world platform, it is possible to create up-to-date, collaborative 3D virtual models, which are automatically updated on all viewers. In the scenes, all users are able to interact with the model, and with each other. With the developed processing methods, the creation of virtual world scenes was partially automated for collaboration activities.Peer reviewe

    Using Decision-Making Techniques in Support of Simulation Training Transfer Selections

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    A general methodological approach for determining the selection of military training simulations with respect to military training requirements has not been developed. This thesis undertakes a literature review, which indicated that there was a need for a multi-criteria decision making model to assist acquisition and/or training planners in making training selection decisions. The Analytical Hierarchy Process (AHP) Model was selected from a multi-criteria decision-making model candidate list for evaluation of its efficacy in selecting military training simulations based upon the military training requirements. Four separate trainee populations, Alpha, Beta, Charlie, and Delta, were evaluated. Results from the Alpha study case showed evidence of the AHP model providing consistency between the participants\u27 preferred choice and their demographic background. This indicates that the AHP model may be a useful multi-criteria decision-making method for acquisition and/or training planners. These results indicate that decision-makers should: I) allow for more than a low-level of effort on the front-end when creating the necessary AHP input, 2) reflect on the selection of attributes as a critical step in establishing the AHP model hierarchy, and 3) consider the level of detail needed for input into the AHP model. Further, results from the Beta, Charlie, and Delta populations indicate that an approach has been developed which is consistent across groups and displays strong alternative preferences that are consistent

    Towards immersive designing of production processes using virtual reality techniques

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    The article provides a novel approach to the implementation of virtual reality within planning and design of manual processes and systems. The use of hardware and software required to perform different production - especially assembly - tasks in a virtual environment, using CAD parts as interactive elements, is presented. Considering the CAD parts, the format conversion problem is comprehensively described and solved using format conversion software to overcome the present poor data connectivity between the CAD system and VR hardware and software. Two examples of work processes have been made in a virtual environment: peg-in-hole and wall socket assembly. In the latter case, the traditional planning approach of manual assembly tasks using predetermined motion time system MTM-2 has been compared with a modern approach in which the assembly task is fully performed within a virtual environment. The comparison comprises a discussion on the assembly task execution times. In addition, general and specific advantages and disadvantages that arise in the immersive designing of production processes using virtual reality are presented, as well as reflections on teamwork and collaborative man-machine work. Finally, novel technologies are proposed to overcome the main problems that occur when implementing VR, such as time-consuming scene defining or tedious CAD software data conversion
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