27 research outputs found

    The BIM process for the architectural heritage: New communication tools based on AR/VR Case study: Palazzo di CittĂ 

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    The present study aims at presenting the application of the Building Information Modeling methodology to the case study of Palazzo di CittĂ , the Turin City Hall, investigating the possibilities of integration of new technologies in Cultural Heritage preservation and valorization. From the survey phase to the communication of the CH to end-users, BIM methodology, combined with the latest digital innovations (AR, VR, 3d Laser Scanner and much more), allows a fast and highly communicative representation of buildings to both professionals and common visitors who interact with the building life-cycle. An important objective of this work is moreover to demonstrate the advantages of adopting and integrating this technologies in Real Estate Management at a national scale, fully testing the adaptability of parametric software and Virtual Reality modeling to complex and highly decorated buildings, confirming the potentiality of BIM software upon an uncommon field: the historic buildings. The case study is in fact Palazzo di CittĂ , the baroque, seventieth century City Hall of Turin. The research fully meets the latest directives of European Union and other International Organizations in the field of digitization of archives and Public Property management, participating to the international community effort to overcome the contemporary deep Construction Field crisis. In particular, the methodology has been focused and adapted to the protection and management of our huge Heritage, founding its objectives on the quest of cost-saving processes and instruments, applied to the management of a CH. Through BIM it is in fact possible to increase the communication and cooperation among all the actors involved in the building life-cycle behaving as a common working platform. Draws, 3D model and database are shared by all the actors and integrated in the same digital structure, where control tools and cooperation can prevent the designers from errors, saving time and money in the construction phase. The particularity of the case study, Palazzo di CittĂ , being contemporarily a CH, a public asset and a working space, allows a deep study of the possibilities of BIM applied to a complex building, touching very important aspects of a historic building management: digitization of the historic information, publication of modeling techniques of complex architectonical elements, transformations reconstruction, energy consumption control, Facility Management, dissemination, virtual reconstructions of the lost appearance and accessibility for people with sensory and motor impairments. Moreover, the last chapters of the study focus on the fruition of this paramount Turin CH, making available for all kind of people interesting and not well known aspects of the history of the building and of the city itself. This part of the research suggests a methodology to translate static 2d images and written descriptions of a CH into living and immersive VR environment, presenting in an interactive way the transformation of the Marble Hall, once called Aula Maior: the room where the Mayor meets his citizens. Besides the aspects related to the valorization and preservation of the CH, the study reserves considerable space to the deepening of technical aspects involving advanced parametric modeling techniques, use of BIM software and all the vital procedures necessary to the generation of an efficient management informative platform. The whole work is intended as a guide for future works, structuring a replicable protocol to achieve an efficient digitization of papery resources into a 3d virtual model

    Mixed Reality Applications for Safety Trainings in Wind Energy Sector: A Case Study

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    The international renewable energy agency (IRENA) forecast that the wind industry will grow at an exponential rate in the coming decades. This enormous growth has created the need and demand for qualified workforce which includes engineers, technicians, and managers in the wind energy sector. Thus, the wind energy training sector needs to implement some innovative technologies in both safety and technical trainings to meet the growing industry demands and to create a qualified workforce. However, before finalizing on any innovative solution for safety training, the challenges that the wind energy training sector faces need to be analyzed. The biggest challenges for the wind energy training sector is to train the workers to work safely with large scale wind turbine structure and its components, working safely with high voltage and working in harsh marine environments. Wind power workers are often exposed to hazards that can result in fatalities or serious injuries due to these challenges. Therefore, the implemented innovative technology must ensure safety and improve efficiency of operations by being aware of the risks associated. However, the wind energy training sector is searching for cost effective solution especially related to remote training, when the technician is not able to attend the training physically. Moreover, the wind energy training sector is also looking for technology that can reduce human error and also reduce cognitive workload. Therefore, the use of innovative technology like mixed reality (MR) might provide potential benefits.MR includes the use of both the virtual reality (VR) which is a simulated immersive experience and the use of augmented reality (AR) which allows the person to see the real world, additionally overlaid with digital graphics and information in real time. However, there is a lack of clarity on how to effectively design mixed reality technologies in safety training of wind sector. There are technical challenges and gaps to identify the suitable hardware platform, suitable software platform and the associated tracking techniques. The purpose of this thesis is to develop: (1) the workflow, (2) the framework which will help to design mixed reality technologies in safety training of wind sector. Also to develop, (3) flowchart and (4) worksheet which will help to identify the critical training modules/scenarios and to identify the suitable type of technology (AR/VR/MR) needed for a particular scenario along with the suitable hardware platform, suitable software platform and associated tracking technique. Finally, to develop (5) demo MR model to demonstrate and validate the developed workflow and to understand the associated practical challenges like complexity of such mixed reality technologies and user familiarity. In order to achieve the purpose of this thesis, a six-step methodology was applied which includes: (1) system analysis, (2) use case analysis, (3) conceptualize, (4) computerize, (5) construct and (6) verify, validate and visualize. The case study started with system analysis which mainly deals with extracting the industrial needs and requirements. The system analysis includes two sub steps. First, is to perform a detailed systematic literature review (SLR) to understand the state of art in VR/AR/MR in the wind industry and other relevant industry. Second, an empirical exploration were the author attended a 5day GWO wind safety training at the Eigersund energy hub to personally experience and understand the training scenarios which will be crucial and beneficial to have a mixed reality application from both technician and company perspective. The use case analysis deals with the creation of the case context which includes selecting the critical training module based on accident data from literature review and to identify one similar framework in other engineering industry. The conceptualize step involves in classifying the selected critical module into training tasks and to identity the risk associated with each training tasks. It also involves in performing the concept study before building the MR model and to develop the scenario modelling chart. The computerize step involves in developing the actual 3D model and the demo MR model. The construct step involves the creation of the flowchart, worksheet, workflow and the framework and the sixth step is to validate and verify the research outputs. Consequently, as the result of the six-step methodology this thesis has provided new knowledge regarding four concepts: (1) sequence or workflow (2) the need for continuous and iterative process to design mixed reality (3) the logic and the rules for the selection of technical specifications (4) worksheet to classify the scenarios and to define training complexity. The thesis concludes that the safety training provider needs to rigorously follow the developed (1) mixed reality analysis (MRA) workflow, (2) mixed reality analysis (MRA) framework, (3) mixed reality technical specification (MRTS) flowchart and the (4) mixed reality technical specification (MRTS) worksheet. The MRA workflow provides the sequence that can enable the industrial practitioner to design MR application in a cost-effective and fit for purpose manner which includes screening out low risk scenarios. The MRA framework clearly indicates that the design to implement MR is an iterative process based on user needs and user level of familiarity. The MRTS flowchart provides the logic to identify the suitable type of technology for a particular scenario, along with the suitable hardware platform, suitable software platform and associated tracking technique. The MRTS flowchart must be used along with the MRTS worksheet which can help to identify the critical training modules/scenarios and further classify them to check if implementation of mixed realities is needed or not. In future, the complexity associated with such technologies must be studied after implementing in real-time. Based on the case study AR/VR should be designed to make work simpler and error free. However, in some cases if using the technology is creating unintended consequences and complexity, then the technology might not be used in such cases

    Innovative Approaches to 3D GIS Modeling for Volumetric and Geoprocessing Applications in Subsurface Infrastructures in a Virtual Immersive Environment

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    As subsurface features remain largely ‘out of sight, out of mind’, this has led to challenges when dealing with underground space and infrastructures and especially so for those working in GIS. Since subsurface infrastructure plays a major role in supporting the needs of modern society, groups such as city planners and utility companies and decision makers are looking for an ‘holistic’ approach where the sustainable use of underground space is as important as above ground space. For such planning and management, it is crucial to examine subsurface data in a form that is amenable to 3D mapping and that can be used for increasingly sophisticated 3D modeling. The subsurface referred to in this study focuses particularly on examples of both shallow and deep underground infrastructures. In the case of shallow underground infrastructures mostly two-dimensional maps are used in the management and planning of these features. Depth is a very critical component of underground infrastructures that is difficult to represent in a 2D map and for this reason these are best studied in three-dimensional space. In this research, the capability of 3D GIS technology and immersive geography are explored for the storage, management, analysis, and visualization of shallow and deep subsurface features

    Feasibility and effect of low-cost haptics on user immersion in virtual environments

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    Since the later 1990s research into Immersion, Presence and Interactivity in the context of digital media has been steadily evolving into an exciting area of experimentation, fuelled by advances in the visual, audio and tracking capabilities of Virtual Reality (VR) equipment, thanks to these improvements studies into the effectiveness of this equipment in producing an immersive experience are now possible. This is most commonly achieved by measuring the perceived level of Presence experienced by participants in virtual environments, with the higher the sense of Presence created, the more effective a VR system is deemed to be. However, due to the current limitations of Haptic interaction methods investigation into the role that touch plays in generating this sense of Presence is somewhat restricted. Following a structured process of design and research work, this project presents a new approach to creating Haptic Interaction by deploying a Haptic Prototyping Toolkit that enables Passive Haptic Interactions in Virtual Environments. The findings of this work provide the foundations for future research into the development of interaction methods of this type

    Electronic Imaging & the Visual Arts. EVA 2017 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Sciences and Culture Developments and Applications; New Technical Developments & Applications; Museums - Virtual Galleries and Related Initiatives; Art and Humanities Ecosystem & Applications; Access to the Culture Information. Two Workshops regard: Innovation and Enterprise; the Cloud Systems connected to the Culture (eCulture Cloud) in the Smart Cities context. The more recent results of the Researches at national and international are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    Getting Into the Game: an Explanatory Case Study to Examine The Experiences of Faculty Incorporating Digital Game Based Learning in Higher Education

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    Play learning is natural to all human beings and has been a part human culture since ancient time. Teaching children through games is widely accepted, but as we become adults, learning takes on a more serious construction. Research has shown that game based learning can be motivational and result in positive learning outcomes for all levels of learning. However, higher education has been slow to acceptance and use. By taking a closer look into the stories of early adopters that implemented digital games into higher education, this study utilized a multi-case study approach to understand the basis for the decision to use games, and the faculty experience during the game design and implementation phases. Results indicate that the higher education early adopter's decision to use games was a creative solution to resolve conflicts that occurred in their classrooms, and they were intrinsically motivated even though they would not necessarily consider themselves to be "gamers." Each participant received support from their administrators and peers and described their experience as positive. Recommendations for administrators and faculty interested in pursuing digital game based learning in higher education and for future research are provided.Ed.D., Educational Leadership and Management -- Drexel University, 201

    The potential of virtual reality (VR) and augmented reality (AR) to engage people with physical activity

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    Introduction: Sufficient physical activity (PA) reduces the risk of non-communicable diseases (NCDs) and improves physical and psychosocial health. The levels of PA in the UK and elsewhere in the world remain low for all age groups. Novel strategies for engaging people in PA are required to tackle the epidemic of inactivity. Virtual reality (VR) and augmented reality (AR) is computer-generated, interactive 3D environments that offer users unique immersive experiences of PA. / Aims: The aim of this mixed-methods, staged research project (vEngage) was to test the potential of VR and AR to engage people in PA. This work was a Medical Research Council (MRC) funded partnership between academic researchers (UCL, Coventry, and Anglia Ruskin Universities) and an industry partner ‘Six to Start’. / Methods: I surveyed and interviewed the users of the world’s most popular running app Zombies, Run! (ZR) (Studies 1 and 2). I then conducted a scoping review in a form of a qualitative analysis of game reviews on popular VR exercise games (exergames) and described positive and negative features, current players of VR exergames report, as important motivators for exergame playing (Study 3). In parallel, the vEngage team set up a steering committee of adolescents (13-17 years) and their parents and interviewed both groups about PA, VR, AR, and exergaming (Studies 4a and 4b). We used the results from these studies to inform our VR exergame intervention (a game called Walls - Study 5) which we developed together with expert games designers Six to Start. / Results: VR is a promising strategy for engaging adolescents in PA but barriers to use remain, including awareness, availability, affordability, and accessibility. The results showed people have a positive attitude to exergaming, with a preference for narratives (engaging story, role-play). This was particularly supported by both ZR studies, where the narrative was the most motivating factor for engagement in PA for all age groups. VR and AR exergaming can distract people from the negative aspects of performing PA such as pain or repetition. / Conclusions: This research project was the first VR study that used principles of co-design in creating a digital VR exergame intervention for adolescents, by engaging adolescents themselves in the exergame design. AR and VR exergaming has great potential to engage a wide range of people in PA and can be particularly useful as means for PA engagement in a time of world pandemics such as the recent Covid-19 pandemic, where gym and fitness facilities are not accessible for unspecified periods of time

    Competitive Intelligence – Analyysin toteuttaminen toimintaympĂ€ristöstĂ€

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    This Master of Science thesis is an examination on how does the process of Competitive Intelligence work for as an approach to analyze a fresh, fast-growing and competitive market environment, and through that, for conducting a strategic knowledge product. The empirical part of the work is directed by the interests of the client, Nokia Technologies Oy. The empirical study studies the technology markets considering virtual reality. The research problem is to solve whether a CI based approach works for an analysis of a dynamic and uncertain competitive environment, or not. As a conclusion, the CI works well as a process, being a systematic way to conduct a competitive analysis in a purposeful and manageable manner. Competitive Intelligence is a term which refers to gathering, analyzing and applying competitive information that is publically, ethically and legally available, into decision-making to gain significant competitive advantages. The CI process enables one to define the key questions regarding a specific issue and answering to them in a way that bases on a strictly defined scope and objective-setting, the identification of information sources, and the selection of relevant methodological choices in terms of analytical tools. The process calls for a commitment and communication from the analyst, and from the decision-makers. The knowledge product will be distributed to the stakeholders in a chosen format, and in the end of the process, the interpretation of the results, conclusions, and the application into practice will take place. The results suggest that the use of KIT is an appropriate starting point to define a clear framework for the CI process. The process requires a constant monitoring of the emergent business environment, and an on-going information flow to keep the process timely and relevant. Value chain mapping is a slightly heavy technique to analyze the environment, yet it delivers a great platform to map the marketplace at a high level. Scenario analysis enables a flexible way to support strategic planning by enabling a firm to focus on the key factors that might shape the industry. The CI practice is at its best when it is an agile process that has short cycle times with frequent reviews and goal-setting in accordance with the strategic needs
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