167,285 research outputs found

    How is VR used to support training in industry? The INTUITION network of excellence working group on education and training

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    INTUITION is the European Network of Excellence on virtual reality and virtual environments applications for future workspaces. The purpose of the network is to gather expertise from partner members and determine the future research agenda for the development and use of virtual reality (VR) technologies. The working group on Education and Training (WG2.9) is specifically focused on understanding how VR is being used to support learning in educational and industrial contexts. This paper presents four case examples of VR technology currently in use or development for training in industry. Conclusions are drawn concerning future development of VR training applications and barriers that need to be overcome

    Design of a VR/AR Environment for Service Prototyping

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    Open innovation, especially in new services, places emphasis in co-creation ability for development processes. This becomes easier through digitalisation, as especially Virtual Reality technologies have been used for applications from product design to production simulation, trainings and marketing of solutions. This paper presents the background and specification of a service prototyping co-creation laboratory facility, built for testing industrial service concepts in virtual reality environments, called CoProtoLab.© 2020 Sekvoyija and Authorsfi=vertaisarvioitu|en=peerReviewed

    Managing Industrial Simulator Visual Databases Using Geographic Information Systems

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    Geographic Information Systems are developed to handle enormous volumes of data and are equipped with numerous functionalities intended to capture, store, edit, organise, process and analyse or represent the geographically referenced information. On the other hand, industrial simulators for driver training are real-time applications that require a virtual environment, either geospecific, geogeneric or a combination of the two, over which the simulation programs will be run. In the final instance, this environment constitutes a geographic location with its specific characteristics of geometry, appearance, functionality, topography, etc. The set of elements that enables the virtual simulation environment to be created and in which the simulator user can move, is usually called the Visual Database (VDB). The main idea behind the work being developed approaches a topic that is of major interest in the field of industrial training simulators, which is the problem of analysing, structuring and describing the virtual environments to be used in large driving simulators. This paper sets out a methodology that uses the capabilities and benefits of Geographic Information Systems for organising, optimising and managing the visual Database of the simulator and for generally enhancing the quality and performance of the simulator

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Virtual Designs

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    Industrial design is migrating to the virtual world, and the design patent system is migrating with it. The U.S. Patent and Trademark Office (USPTO) has already granted several thousand design patents on virtual designs, patents that cover the designs of graphical user interfaces for smartphones, tablets, and other products, as well as the designs of icons or other artifacts of various virtual environments. Many more such design patent applications are pending; in fact, U.S. design patent applications for virtual designs represent one of the fastest growing forms of design subject matter at the USPTO. Our project is the first comprehensive analysis of design patent protection for virtual designs. We first take up the question of virtual designs as design patent-eligible subject matter, a question that has not yet been tested in the courts. We show that longstanding principles of design patent jurisprudence supply an answer to the question, with surprisingly little need for adaptation. We then present the results of an empirical study analyzing all issued U.S. design patents on virtual designs and their prosecution histories. Here we show how utility patent metrics for quality and value can be extended to design patents. Using these metrics, we show that design patents on virtual designs fare at least as well in quality and value as do design patents on other types of designs. In fact, design patents on virtual designs fare better in some respects. And, finally, we conclude by identifying issues that are likely to arise in anticipated future litigation over patents on virtual designs

    An Ergonomics Investigation of the Application of Virtual Reality on Training for a Precision Task

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    Virtual reality is rapidly expanding its capabilities and accessibility to consumers. The application of virtual reality in training for precision tasks has been limited to specialized equipment such as a haptic glove or a haptic stylus, but not studied for handheld controllers in consumer-grade systems such as the HTC Vive. A straight-line precision steadiness task was adopted in virtual reality to emulate basic linear movements in industrial operations and disability rehabilitation. This study collected the total time and the error time for the straight-line task in both virtual reality and a physical control experiment for 48 participants. The task was performed at four different gap widths, 4mm, 5mm, 6mm, and 7mm, to see the effects of virtual reality at different levels of precision. Average error ratios were then calculated and analyzed for strong associations to various factors. The results indicated that a combination of Environment x Gap Width factors significantly affected average error ratios, with a p-value of 0.000. This human factors study also collected participants’ ratings of user experience dimensions, such as difficulty, comfort, strain, reliability, and effectiveness, for both physical and virtual environments in a questionnaire. The results indicate that the ratings for difficulty, reliability, and effectiveness were significantly different, with virtual reality rating consistently rating worse than the physical environment. An analysis of questionnaire responses indicates a significant association of overall environment preference (physical or virtual) with performance data, with a p-value of 0.027. In general, virtual reality yielded higher error among participants. As the difficulty of the task increased, the performance in virtual reality degraded significantly. Virtual reality has great potential for a variety of precision applications, but the technology in consumer-grade hardware must improve significantly to enable these applications. Virtual reality is difficult to implement without previous experience or specialized knowledge in programming, which makes the technology currently inaccessible for many people. Future work is needed to investigate a larger variety of precision tasks and movements to expand the body of knowledge of virtual reality applications for training purposes

    Virtual Environments for multiphysics code validation on Computing Grids

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    We advocate in this paper the use of grid-based infrastructures that are designed for seamless approaches to the numerical expert users, i.e., the multiphysics applications designers. It relies on sophisticated computing environments based on computing grids, connecting heterogeneous computing resources: mainframes, PC-clusters and workstations running multiphysics codes and utility software, e.g., visualization tools. The approach is based on concepts defined by the HEAVEN* consortium. HEAVEN is a European scientific consortium including industrial partners from the aerospace, telecommunication and software industries, as well as academic research institutes. Currently, the HEAVEN consortium works on a project that aims to create advanced services platforms. It is intended to enable "virtual private grids" supporting various environments for users manipulating a suitable high-level interface. This will become the basis for future generalized services allowing the integration of various services without the need to deploy specific grid infrastructures
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