6,478 research outputs found
Architecture for Collaborative Learning Activities in Hybrid Learning Environments
3D virtual worlds are recognized as collaborative learning environments. However, the underlying technology is not sufficiently mature and the virtual worlds look cartoonish, unlinked to reality. Thus, it is important to enrich them with elements from the real world to enhance student engagement in learning activities. Our approach is to build learning environments where participants can either be in the real world or in its mirror world while sharing the same hybrid space in a collaborative learning experience. This paper focuses on the system architecture and a usability study of a proof-of-concept for these hybrid learning environments. The architecture allows the integration of the real world and its 3D virtual mirror; the exchange and geolocalization of multimodal information, and also the orchestration of learning activities. The results of the usability evaluation show positive engagement effects on participants in the mirror world and, to a lesser extent, on those in the real world.This research has been partially supported by the following projects: “España
Virtual” within the Ingenio 2010 program, subcontracted by Elecnor Deimos, "EEE"
(TIN2011-28308-C03-01) funded by the Spanish National Plan of Research,
Development and Innovation, and "eMadrid", S2009/TIC-1650 “Investigación y
Desarrollo de tecnologías para el e-learning en la Comunidad de Madrid” funded by
the Region of Madrid.Publicad
Remote real-time collaboration through synchronous exchange of digitised human-workpiece interactions
In this highly globalised manufacturing ecosystem, product design and verification activities, production and inspection processes, and technical support services are spread across global supply chains and customer networks. Therefore, collaborative infrastructures that enable global teams to collaborate with each other in real-time in performing complex manufacturing-related tasks is highly desirable. This work demonstrates the design and implementation of a remote real-time collaboration platform by using human motion capture technology powered by infrared light based depth imaging sensors and a synchronous data transfer protocol from computer networks. The unique functionality of the proposed platform is the sharing of physical contexts during a collaboration session by not only exchanging human actions but also the effects of those actions on the workpieces and the task environment. Results show that this platform could enable teams to remotely work on a common engineering problem at the same time and also get immediate feedback from each other making it valuable for collaborative design, inspection and verifications tasks in the factories of the future. An additional benefit of the implemented platform is its use of low cost off the shelf equipment thereby making it accessible to SMEs that are connected to larger organisations via complex supply chains
Future directions for the development of Virtual Reality within an automotive manufacturer
Virtual Reality (VR) can reduce time and costs, and lead to increases in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality, the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 engineers and employees of allied disciplines from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research
Using Collaborative Immersive Environments and Building Information Modeling Technology for Holistic Planning of Production Lines
Large and complex building projects need many different experts from different engineering disciplines for different matters. But these experts each use their own IT tools that produce a lot of heterogeneous data. This leads to a strong fragmentation of competencies, what causes problems for interdisciplinary collaboration, because the data might be inconsistent, redundant or there are no interfaces to combine the data. These problems in collaboration increase the risk of planning mistakes that might significantly impair the overall project success. So only one database should be used for all engineering tasks to improve the transdisciplinary collaboration. The Building Information Modelling (BIM) working methodology enables the digital collaboration of virtual production planning and architecture tasks for developing a building. By means of lean optimization in combination with early integration of future-oriented production facilities, process-relevant production data can be included in the planning phase before construction begins. This article presents a real time immersive 3D virtualization system using the digital twin of complex buildings with a modern production line as the single source of truth and creates a consistent integrated data model, that enables transdisciplinary collaboration of all involved engineering disciplines. In this way, a continuous comparison can be made between the real construction project and its digital twin in an interactive, intuitive and collaborative manner. The same model is also used by production planners to optimize the material flow and in general the value chain of a production line through a holistic planning, which brings many benefits for all stakeholders
Virtual reality as an educational tool in interior architecture
Ankara : The Department of Interior Architecture and Environmental Design and the Institute of Fine Arts of Bilkent Univ., 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation process. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.Aktaş, OrkunM.S
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