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    ์ž๋™์ฐจ ์‚ฌ์–‘ ๋ณ€๊ฒฝ์„ ์‹ค์‹œ๊ฐ„ ๋ฐ˜์˜ํ•˜๋Š” ๋ฐ์ดํ„ฐ ๊ธฐ๋ฐ˜ ๋””์ž์ธ ์ ‘๊ทผ ๋ฐฉ๋ฒ•

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ์œตํ•ฉ๊ณผํ•™๊ธฐ์ˆ ๋Œ€ํ•™์› ์œตํ•ฉ๊ณผํ•™๋ถ€(์ง€๋Šฅํ˜•์œตํ•ฉ์‹œ์Šคํ…œ์ „๊ณต), 2020. 8. ๊ณฝ๋…ธ์ค€.The automotive industry is entering a new phase in response to changes in the external environment through the expansion of eco-friendly electric/hydrogen vehicles and the simplification of modules during the manufacturing process. However, in the existing automotive industry, conflicts between structured production guidelines and various stake-holders, who are aligned with periodic production plans, can be problematic. For example, if there is a sudden need to change either production parts or situation-specific designs, it is often difficult for designers to reflect those requirements within the preexisting guidelines. Automotive design includes comprehensive processes that represent the philosophy and ideology of a vehicle, and seeks to derive maximum value from the vehicle specifications. In this study, a system that displays information on parts/module components necessary for real-time design was proposed. Designers will be able to use this system in automotive design processes, based on data from various sources. By applying the system, three channels of information provision were established. These channels will aid in the replacement of specific component parts if an unexpected external problem occurs during the design process, and will help in understanding and using the components in advance. The first approach is to visualize real-time data aggregation in automobile factories using Google Analytics, and to reflect these in self-growing characters to be provided to designers. Through this, it is possible to check production and quality status data in real time without the use of complicated labor resources such as command centers. The second approach is to configure the data flow to be able to recognize and analyze the surrounding situation. This is done by applying the vehicles camera to the CCTV in the inventory and distribution center, as well as the direction inside the vehicle. Therefore, it is possible to identify and record the parts resources and real-time delivery status from the internal camera function without hesitation from existing stakeholders. The final approach is to supply real-time databases of vehicle parts at the site of an accident for on-site repair, using a public API and sensor-based IoT. This allows the designer to obtain information on the behavior of parts to be replaced after accidents involving light contact, so that it can be reflected in the design of the vehicle. The advantage of using these three information channels is that designers can accurately understand and reflect the modules and components that are brought in during the automotive design process. In order to easily compose the interface for the purpose of providing information, the information coming from the three channels is displayed in their respective, case-specific color in the CAD software that designers use in the automobile development process. Its eye tracking usability evaluation makes it easy for business designers to use as well. The improved evaluation process including usability test is also included in this study. The impact of the research is both dashboard application and CAD system as well as data systems from case studies are currently reflected to the design ecosystem of the motors group.์ž๋™์ฐจ ์‚ฐ์—…์€ ์นœํ™˜๊ฒฝ ์ „๊ธฐ/์ˆ˜์†Œ ์ž๋™์ฐจ์˜ ํ™•๋Œ€์™€ ์ œ์กฐ ๊ณต์ •์—์„œ์˜ ๋ชจ๋“ˆ ๋‹จ์ˆœํ™”๋ฅผ ํ†ตํ•ด์„œ ์™ธ๋ถ€ ํ™˜๊ฒฝ์˜ ๋ณ€ํ™”์— ๋”ฐ๋ฅธ ์ƒˆ๋กœ์šด ๊ตญ๋ฉด์„ ๋งž์ดํ•˜๊ณ  ์žˆ๋‹ค. ํ•˜์ง€๋งŒ ๊ธฐ์กด์˜ ์ž๋™์ฐจ ์‚ฐ์—…์—์„œ ๊ตฌ์กฐํ™”๋œ ์ƒ์‚ฐ ๊ฐ€์ด๋“œ๋ผ์ธ๊ณผ ๊ธฐ๊ฐ„ ๋‹จ์œ„ ์ƒ์‚ฐ ๊ณ„ํš์— ๋งž์ถฐ์ง„ ์—ฌ๋Ÿฌ ์ดํ•ด๊ด€๊ณ„์ž๋“ค๊ณผ์˜ ๊ฐˆ๋“ฑ์€ ๋ณ€ํ™”์— ๋Œ€์‘ํ•˜๋Š” ๋ฐฉ์•ˆ์ด ๊ด€์„ฑ๊ณผ ๋ถ€๋”ชํžˆ๋Š” ๋ฌธ์ œ๋กœ ๋‚˜ํƒ€๋‚  ์ˆ˜ ์žˆ๋‹ค. ์˜ˆ๋ฅผ ๋“ค์–ด, ๊ฐ‘์ž‘์Šค๋Ÿฝ๊ฒŒ ์ƒ์‚ฐ์— ํ•„์š”ํ•œ ๋ถ€ํ’ˆ์„ ๋ณ€๊ฒฝํ•ด์•ผ ํ•˜๊ฑฐ๋‚˜ ํŠน์ • ์ƒํ™ฉ์— ์ ์šฉ๋˜๋Š” ๋””์ž์ธ์„ ๋ณ€๊ฒฝํ•  ๊ฒฝ์šฐ, ์ฃผ์–ด์ง„ ๊ฐ€์ด๋“œ๋ผ์ธ์— ๋”ฐ๋ผ ๋””์ž์ด๋„ˆ๊ฐ€ ์ง์ ‘ ์˜๊ฒฌ์„ ๋ฐ˜์˜ํ•˜๊ธฐ ์–ด๋ ค์šด ๊ฒฝ์šฐ๊ฐ€ ๋งŽ๋‹ค. ์ž๋™์ฐจ ๋””์ž์ธ์€ ์ฐจ์ข…์˜ ์ฒ ํ•™๊ณผ ์ด๋…์„ ๋‚˜ํƒ€๋‚ด๊ณ  ํ•ด๋‹น ์ฐจ๋Ÿ‰์ œ์›์œผ๋กœ ์ตœ๋Œ€์˜ ๊ฐ€์น˜๋ฅผ ๋Œ์–ด๋‚ด๊ณ ์ž ํ•˜๋Š” ์ข…ํ•ฉ์ ์ธ ๊ณผ์ •์ด๋‹ค. ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” ์—ฌ๋Ÿฌ ์›์ฒœ์˜ ๋ฐ์ดํ„ฐ๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ ์ž๋™์ฐจ ๋””์ž์ธ ๊ณผ์ •์—์„œ ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋„๋ก ๋””์ž์ธ์— ํ•„์š”ํ•œ ๋ถ€ํ’ˆ/๋ชจ๋“ˆ ๊ตฌ์„ฑ์š”์†Œ๋“ค์— ๋Œ€ํ•œ ์ •๋ณด๋ฅผ ์‹ค์‹œ๊ฐ„์œผ๋กœ ํ‘œ์‹œํ•ด์ฃผ๋Š” ์‹œ์Šคํ…œ์„ ๊ณ ์•ˆํ•˜์˜€๋‹ค. ์ด๋ฅผ ์ ์šฉํ•˜์—ฌ ์ž๋™์ฐจ ๋””์ž์ธ ๊ณผ์ •์—์„œ ์˜ˆ์ƒ ๋ชปํ•œ ์™ธ๋ถ€ ๋ฌธ์ œ๊ฐ€ ๋ฐœ์ƒํ–ˆ์„ ๋•Œ ์„ ํƒํ•  ๊ตฌ์„ฑ ๋ถ€ํ’ˆ์„ ๋Œ€์ฒดํ•˜๊ฑฐ๋‚˜ ์‚ฌ์ „์— ํ•ด๋‹น ๋ถ€ํ’ˆ์„ ์ดํ•ดํ•˜๊ณ  ๋””์ž์ธ์— ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋„๋ก ์„ธ ๊ฐ€์ง€ ์ •๋ณด ์ œ๊ณต ์ฑ„๋„์„ ๊ตฌ์„ฑํ•˜์˜€๋‹ค. ์ฒซ ๋ฒˆ์งธ๋Š” ์ž๋™์ฐจ ๊ณต์žฅ ๋‚ด ์‹ค์‹œ๊ฐ„ ๋ฐ์ดํ„ฐ ์ง‘๊ณ„๋ฅผ Google Analytics๋ฅผ ํ™œ์šฉํ•˜์—ฌ ์‹œ๊ฐํ™”ํ•˜๊ณ , ์ด๋ฅผ ๊ณต์žฅ ์ž์ฒด์˜ ์ž๊ฐ€ ์„ฑ์žฅ ์บ๋ฆญํ„ฐ์— ๋ฐ˜์˜ํ•˜์—ฌ ๋””์ž์ด๋„ˆ์—๊ฒŒ ์ œ๊ณตํ•˜๋Š” ๋ฐฉ์‹์ด๋‹ค. ์ด๋ฅผ ํ†ตํ•ด ์ข…ํ•ฉ์ƒํ™ฉ์‹ค ๋“ฑ์˜ ๋ณต์žกํ•œ ์ธ๋ ฅ ์ฒด๊ณ„ ์—†์ด๋„ ์ƒ์‚ฐ ๋ฐ ํ’ˆ์งˆ ํ˜„ํ™ฉ ๋ฐ์ดํ„ฐ๋ฅผ ์‹ค์‹œ๊ฐ„์œผ๋กœ ํ™•์ธ ๊ฐ€๋Šฅํ•˜๋„๋ก ํ•˜์˜€๋‹ค. ๋‘ ๋ฒˆ์งธ๋Š” ์ฐจ๋Ÿ‰์šฉ ์ฃผ์ฐจ๋ณด์กฐ ์„ผ์„œ ์นด๋ฉ”๋ผ๋ฅผ ์ฐจ๋Ÿ‰ ๋ถ€์ฐฉ ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ ์ธ๋ฒคํ† ๋ฆฌ์™€ ๋ฌผ๋ฅ˜์„ผํ„ฐ์˜ CCTV์—๋„ ์ ์šฉํ•˜์—ฌ ์ฃผ๋ณ€์ƒํ™ฉ์„ ์ธ์‹ํ•˜๊ณ  ๋ถ„์„ํ•  ์ˆ˜ ์žˆ๋„๋ก ๊ตฌ์„ฑํ•˜์˜€๋‹ค. ์ฐจ๋Ÿ‰์˜ ์กฐ๋ฆฝ ์ƒ์‚ฐ ๋‹จ๊ณ„์—์„œ ๋ถ€ํ’ˆ ๋‹จ์œ„์˜ ์ด๋™, ์šด์†ก, ์ถœํ•˜๋ฅผ ๊ฑฐ์ณ ์™„์„ฑ์ฐจ์˜ ์ฃผํ–‰ ๋‹จ๊ณ„์— ์ด๋ฅด๊ธฐ๊นŒ์ง€ ๋ฐ์ดํ„ฐ ํ๋ฆ„์„ ํŒŒ์•…ํ•˜๋Š” ๊ฒƒ์ด ๋””์ž์ธ ๋ถ€๋ฌธ์— ํ•„์š”ํ•œ ์ •๋ณด๋ฅผ ์ œ๊ณตํ•  ์ˆ˜ ์žˆ๋Š” ๋ฐฉ๋ฒ•์œผ๋กœ ํ™œ์šฉ๋˜์—ˆ๋‹ค. ์ด๋ฅผ ํ†ตํ•ด ๊ธฐ์กด ์ดํ•ด๊ด€๊ณ„์ž๋“ค์˜ ํฐ ๋ฐ˜๋ฐœ ์—†์ด ๋‚ด๋ถ€์˜ ์นด๋ฉ”๋ผ ๊ธฐ๋Šฅ์œผ๋กœ๋ถ€ํ„ฐ ๋ถ€ํ’ˆ ๋ฆฌ์†Œ์Šค์™€ ์šด์†ก ์ƒํƒœ๋ฅผ ์‹ค์‹œ๊ฐ„ ํŒŒ์•… ๋ฐ ๊ธฐ๋ก ๊ฐ€๋Šฅํ•˜๋„๋ก ํ•˜์˜€๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ ๊ณต๊ณต API์™€ ์„ผ์„œ ๊ธฐ๋ฐ˜์˜ ์‚ฌ๋ฌผ์ธํ„ฐ๋„ท์„ ํ™œ์šฉํ•ด์„œ ๋„๋กœ ์œ„ ์ฐจ๋Ÿ‰ ์‚ฌ๊ณ ๊ฐ€ ๋ฐœ์ƒํ•œ ์œ„์น˜์—์„œ์˜ ํ˜„์žฅ ์ˆ˜๋ฆฌ๋ฅผ ์œ„ํ•œ ์ฐจ๋Ÿ‰ ๋ถ€ํ’ˆ ์ฆ‰์‹œ ์ˆ˜๊ธ‰ ๋ฐ ๋ฐ์ดํ„ฐ๋ฒ ์ด์Šคํ™” ๋ฐฉ๋ฒ•๋„ ๊ฐœ๋ฐœ ๋˜์—ˆ๋‹ค. ์ด๋Š” ๋””์ž์ด๋„ˆ๋กœ ํ•˜์—ฌ๊ธˆ ๊ฐ€๋ฒผ์šด ์ ‘์ด‰ ์‚ฌ๊ณ ์—์„œ์˜ ๋ถ€ํ’ˆ ๊ต์ฒด ํ–‰ํƒœ์— ๋Œ€ํ•œ ์ •๋ณด๋ฅผ ์–ป๊ฒŒ ํ•˜์—ฌ ์ฐจ๋Ÿ‰์˜ ๋””์ž์ธ์— ๋ฐ˜์˜ ๊ฐ€๋Šฅํ•˜๋„๋ก ํ•˜์˜€๋‹ค. ์‹œ๋‚˜๋ฆฌ์˜ค๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ์ด ์„ธ ๊ฐ€์ง€ ์ •๋ณด ์ œ๊ณต ์ฑ„๋„์„ ํ™œ์šฉํ•  ๊ฒฝ์šฐ, ์ž๋™์ฐจ ๋””์ž์ธ ๊ณผ์ •์—์„œ ๋ถˆ๋Ÿฌ๋“ค์—ฌ์˜ค๋Š” ๋ถ€ํ’ˆ ๋ฐ ๋ชจ๋“ˆ์˜ ๊ตฌ์„ฑ ์š”์†Œ๋“ค์„ ๋””์ž์ด๋„ˆ๊ฐ€ ์ •ํ™•ํžˆ ์•Œ๊ณ  ๋ฐ˜์˜ํ•  ์ˆ˜ ์žˆ๋‹ค๋Š” ์žฅ์ ์ด ๋ถ€๊ฐ๋˜์—ˆ๋‹ค. ์ •๋ณด ์ œ๊ณต์˜ ์ธํ„ฐํŽ˜์ด์Šค๋ฅผ ์‰ฝ๊ฒŒ ๊ตฌ์„ฑํ•˜๊ธฐ ์œ„ํ•ด์„œ, ์‹ค์ œ๋กœ ๋””์ž์ด๋„ˆ๋“ค์ด ์ž๋™์ฐจ ๊ฐœ๋ฐœ ๊ณผ์ •์—์„œ ๋””์ž์ธ ํ”„๋กœ์„ธ์Šค ์ƒ์—์„œ ํ™œ์šฉํ•˜๋Š” CAD software์— ์„ธ ๊ฐ€์ง€ ์ฑ„๋„๋“ค๋กœ๋ถ€ํ„ฐ ๋“ค์–ด์˜ค๋Š” ์ •๋ณด๋ฅผ ์‚ฌ๋ก€๋ณ„ ์ปฌ๋Ÿฌ๋กœ ํ‘œ์‹œํ•˜๊ณ , ์ด๋ฅผ ์‹œ์„ ์ถ”์  ์‚ฌ์šฉ์„ฑ ํ‰๊ฐ€๋ฅผ ํ†ตํ•ด ํ˜„์—… ๋””์ž์ด๋„ˆ๋“ค์ด ์‚ฌ์šฉํ•˜๊ธฐ ์‰ฝ๊ฒŒ ๊ฐœ์„ ํ•œ ๊ณผ์ •๋„ ๋ณธ ์—ฐ๊ตฌ์— ํฌํ•จ์‹œ์ผœ ์„ค๋ช…ํ•˜์˜€๋‹ค.1 Introduction 1 1.1 Research Background 1 1.2 Objective and Scope 2 1.3 Environmental Changes 3 1.4 Research Method 3 1.4.1 Causal Inference with Graphical Model 3 1.4.2 Design Thinking Methodology with Co-Evolution 4 1.4.3 Required Resources 4 1.5 Research Flow 4 2 Data-driven Design 7 2.1 Big Data and Data Management 6 2.1.1 Artificial Intelligence and Data Economy 6 2.1.2 API (Application Programming Interface) 7 2.1.3 AI driven Data Management for Designer 7 2.2 Datatype from Automotive Industry 8 2.2.1 Data-driven Management in Automotive Industry 8 2.2.2 Automotive Parts Case Studies 8 2.2.3 Parameter for Generative Design 9 2.3 Examples of Data-driven Design 9 2.3.1 Responsive-reactive 9 2.3.2 Dynamic Document Design 9 2.3.3 Insignts from Data-driven Design 10 3 Benchmark of Data-driven Automotive Design 12 3.1 Method of Global Benchmarking 11 3.2 Automotive Design 11 3.2.1 HMI Design and UI/UX 11 3.2.2 Hardware Design 12 3.2.3 Software Design 12 3.2.4 Convergence Design Process Model 13 3.3 Component Design Management 14 4 Vehicle Specification Design in Mobility Industry 16 4.1 Definition of Vehicle Specification 16 4.2 Field Study 17 4.3 Hypothesis 18 5 Three Preliminary Practical Case Studies for Vehicle Specification to Datadriven 21 5.1 Production Level 31 5.1.1 Background and Input 31 5.1.2 Data Process from Inventory to Designer 41 5.1.3 Output to Designer 51 5.2 Delivery Level 61 5.2.1 Background and Input 61 5.2.2 Data Process from Inventory to Designer 71 5.2.3 Output to Designer 81 5.3 Consumer Level 91 5.3.1 Background and Input 91 5.3.2 Data Process from Inventory to Designer 101 5.3.3 Output to Designer 111 6 Two Applications for Vehicle Designer 86 6.1 Real-time Dashboard DB for Decision Making 123 6.1.1 Searchable Infographic as a Designer's Tool 123 6.1.2 Scope and Method 123 6.1.3 Implementation 123 6.1.4 Result 124 6.1.5 Evaluation 124 6.1.6 Summary 124 6.2 Application to CAD for vehicle designer 124 6.2.1 CAD as a Designer's Tool 124 6.2.2 Scope and Method 125 6.2.3 Implementation and the Display of the CAD Software 125 6.2.4 Result 125 6.2.5 Evaluation: Usability Test with Eyetracking 126 6.2.6 Summary 128 7 Conclusion 96 7.1 Summary of Case Studies and Application Release 129 7.2 Impact of the Research 130 7.3 Further Study 131Docto

    Augmenting spaces and creating interactive experiences using video camera networks

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    This research addresses the problem of creating interactive experiences to encourage people to explore spaces. Besides the obvious spaces to visit, such as museums or art galleries, spaces that people visit can be, for example, a supermarket or a restaurant. As technology evolves, people become more demanding in the way they use it and expect better forms of interaction with the space that surrounds them. Interaction with the space allows information to be transmitted to the visitors in a friendly way, leading visitors to explore it and gain knowledge. Systems to provide better experiences while exploring spaces demand hardware and software that is not in the reach of every space owner either because of the cost or inconvenience of the installation, that can damage artefacts or the space environment. We propose a system adaptable to the spaces, that uses a video camera network and a wi-fi network present at the space (or that can be installed) to provide means to support interactive experiences using the visitorโ€™s mobile device. The system is composed of an infrastructure (called vuSpot), a language grammar used to describe interactions at a space (called XploreDescription), a visual tool used to design interactive experiences (called XploreBuilder) and a tool used to create interactive experiences (called urSpace). By using XploreBuilder, a tool built of top of vuSpot, a user with little or no experience in programming can define a space and design interactive experiences. This tool generates a description of the space and of the interactions at that space (that complies with the XploreDescription grammar). These descriptions can be given to urSpace, another tool built of top of vuSpot, that creates the interactive experience application. With this system we explore new forms of interaction and use mobile devices and pico projectors to deliver additional information to the users leading to the creation of interactive experiences. The several components are presented as well as the results of the respective user tests, which were positive. The design and implementation becomes cheaper, faster, more flexible and, since it does not depend on the knowledge of a programming language, accessible for the general public.NOVA Laboratory for Computer Science and Informatics (NOVA LINCS), Multimodal Systems, Departamento de Informรกtica (DI), Faculdade de Ciรชncias e Tecnologia (FCT), Universidade Nova de Lisboa (UNL) and Escola Superior de Tecnologia de Setรบbal (EST Setรบbal), Instituto Politรฉcnico de Setรบbal (IPS)

    Create to play, play to learn: gamification and game creation in EFL

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    Mร ster Universitari de Formaciรณ del Professorat de Secundร ria Obligatรฒria i Batxillerat, Facultat d'Educaciรณ, Universitat de Barcelona. Curs: 2022-2023. Tutora: Isabel Alonso Breto[spa] En este documento se presenta una propuesta de secuencia didรกctica fundamentada en la gamificaciรณn, con el objetivo de promover la motivaciรณn y el compromiso de los estudiantes en una clase de inglรฉs como lengua extranjera para el cuarto aรฑo de educaciรณn secundaria. Las sesiones se enmarcarรกn en un contexto ficticio, asignando roles especรญficos a los alumnos. Se propondrรก una amplia variedad de actividades que fomenten la participaciรณn activa de los estudiantes, estimulen su creatividad y les brinden nuevas estructuras y expresiones lingรผรญsticas, al tiempo que promuevan la reflexiรณn sobre las mismas. Los alumnos deberรกn hacer uso de su imaginaciรณn y creatividad, asรญ como trabajar en colaboraciรณn para resolver diversos problemas a lo largo de todas las sesiones. Asimismo, se incorporarรก una tarea final en la que los estudiantes, organizados en grupos, deberรกn crear un nuevo juego y evaluar su desempeรฑo mutuamente.[eng] This document presents a proposal for a didactic sequence based on gamification, aiming to foster motivation and engagement among students in an English as a foreign language class for the fourth year of secondary education. The sessions will be framed within a fictional context, assigning specific roles to the students. A wide variety of activities will be proposed to encourage active student participation, stimulate their creativity, and provide them with new language structures and expressions, while promoting reflection on the same. Students will be required to utilize their imagination and creativity, as well as work collaboratively to solve various problems throughout the sessions. Additionally, a final task will be incorporated where students, organized in groups, will have to create a new game and evaluate each other's performance

    Remote maintenance assistance using real-time augmented reality authoring

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    Maintenance operations and lifecycle engineering have largely been considered one of the most expensive and time-consuming components for industrial equipment. Numerous organizations continually devote large quantities of resources towards maintaining equipment. As such, any optimizations that would reduce maintenance errors and expenses could lead to substantial time and cost savings. Unfortunately, there are often not enough specialists to meet the demand, forcing localized technicians to perform on-site maintenance on equipment outside their area of expertise. Augmented reality (AR) is one technology that has already been shown to improve the maintenance process. While powerful, AR has its own set of challenges, from content authoring to spatial perception. This work details a system that puts both the power of AR and the knowledge of a specialist directly into the hands of an on-site technician. An application was developed that enables a specialist to deliver AR instructions in real-time to assist a technician performing on-site maintenance. Using a novel and simplified authoring interface, specialists can create AR content in real-time, with little to no prior knowledge of augmented reality or the system itself. There has been ample research on different AR-supported processes, such as real-time authoring, video monitoring, and off-site assistance. However, much less work has been done to integrate them and leverage existing personnel knowledge to both author and deliver real-time AR instructions. This work details the development and implementation of such a system. A technical evaluation was also performed to ensure real-time connectivity in geographically distributed environments. Three network configurations were evaluated. A high-latency high-bandwidth network was used to represent a typical modern maintenance facility. A low-bandwidth network was evaluated to mimic older or more isolated maintenance environments. Lastly, a 4G LTE network was tested, showing the potential for the system to be used across global locations. Under all network configurations, the system effectively facilitated the complete disassembly of a hydraulic pump assembly

    Device Cooperation in Ad-hoc Multimedia Ensembles

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    Users can be overwhelmed by the abundance of functionality that smart ad-hoc environments offer. This thesis investigates how to assist the user in controlling such environments. We present an approach that enables the devices in an ad-hoc environment to cooperatively generate and execute an action sequence to fulfill the user's goals. Device cooperation happens spontaneously and in a completely distributed fashion. In a quantitative user study, we show that users accept the assistance such a system provides even if it is suboptimal.Nutzer von intelligenten Ad-hoc-Umgebungen sind oft รผberfordert von der Fรผlle an Funktionalitรคt, die solche Umgebungen bieten. Im Mittelpunkt dieser Arbeit steht die Frage, wie man Nutzern solcher Umgebungen assistieren kann. Der vorgestellte Ansatz versetzt die Gerรคte in Ad-hoc-Umgebungen in die Lage, kooperativ eine Aktionssequenz zu generieren und auszufรผhren, die die Nutzerziele erfรผllt. Die Gerรคtekooperation erfolgt spontan und komplett verteilt. In einer quantitativen Nutzerstudie zeigen wir, dass Nutzer die Assistenz eines solchen Systems akzeptieren, auch wenn sie suboptimal ist

    Virtual Reality

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    At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology

    Persuasive by design: a model and toolkit for designing evidence-based interventions

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    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning
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