32,074 research outputs found

    Augmented reality application to monitor wireless data process in manufacturing operation

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    Advancements are ongoing in digital manufacturing, Human-Machine interfaces are being developed using augmented and virtual reality environments. Manufacturing engineers soon became aware of the use of 3D modelling software and proposed this technique to envisage a virtual representation of machinery and tools being developed for their particular applications. Human visualisation is considered to play an important role in manufacturing. These techniques enable manufacturing engineers to analyse the progress of particular processes and allow them to investigate methods to increase production efficiency. Therefore, particular attention should be focused on the Human-Machine interface to improve its data reliability and productivity, thereby creating a more attractive workplace for future generations. This research presents a review of the different interactions using these types of manufacturing machines with augmented and virtual reality; with simulation and wireless data processing. A brief of statistical study is presented to show the utilisation of these aspects of the technology. A classification of previous related applications is also given pertaining to the tools used and the methods employed. In this review, the different permutations regarding augmented reality and wireless technologies are discussed, it aims to provide a benchmark for potential for manufacturing machine applications and proposes the additional investigation techniques required to improve reliability, faults prediction, power consumption and data processing speed. Further comparisons are discussed to address the gaps that need to be studied too

    Smart operators: How augmented and virtual technologies are affecting the worker's performance in manufacturing contexts

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    Purpose: The correct interaction between the workforce and augmented, virtual, and mixed reality technologies represents a crucial aspect of the success of the smart factory. This interaction is, indeed, affected by the variability of human behavior and its reliability, which can strongly influence the quality, safety, and productivity standards. For this reason, this paper aims to provide a clear and complete analysis of the impacts of these technologies on the performance of operators. Design/methodology/approach: A Systematic Literature Review (SLR) was conducted to identify peer-reviewed papers that focused on the implementation of augmented and virtual technologies in manufacturing systems and their effects on human performance. Findings: In total, 61 papers were selected and thoroughly analyzed. The findings of this study reveal that Augmented, Virtual and Mixed Reality can be applied for several applications in manufacturing systems with different types of devices, that involve various advantages and disadvantages. The worker’s performance that are influencing by the use of these technologies are above all time to complete a task, error rate and mental and physical workload. Originality/value: Over the years Augmented, Virtual and Mixed Reality technologies in manufacturing systems have been investigated by researchers. Several studies mostly focused on technological issues, have been conducted. The role of the operator, whose tasks may be influenced positively or negatively by the use of new devices, has been hardly ever analyzed and a deep analysis of human performance affected by these technologies is missing. This study represents a preliminary analysis to fill this gap. The results obtained from the SLR allowed us to develop a conceptual framework that investigates the current state-of-the-art knowledge about the topic and highlights gaps in the current researchPeer Reviewe

    BIM, Augmented and Virtual Reality empowering Lean Construction Management: a project simulation game

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    Abstract During the last decades, Lean Management methodologies established in the manufacturing environment have been applied and adapted to the construction industry under the term "Lean Construction". Currently, concepts and technologies from Industry 4.0 are mainly transforming the manufacturing industry and only few applications have been implemented to construction and its connected supply chains. This paper shows how new technologies like Building Information Modeling connected with Virtual and Augmented Reality could empower Lean Construction methodologies to increase efficiency during the building execution process. The approach was tested by using the project simulation game Villego® with students from the course "Project Management" of the master degree LM-33 "Industrial Mechanical Engineering" of the Free University of Bozen-Bolzano

    Comparative study of AR versus video tutorials for minor maintenance operations

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    [EN] Augmented Reality (AR) has become a mainstream technology in the development of solutions for repair and maintenance operations. Although most of the AR solutions are still limited to specific contexts in industry, some consumer electronics companies have started to offer pre-packaged AR solutions as alternative to video-based tutorials (VT) for minor maintenance operations. In this paper, we present a comparative study of the acquired knowledge and user perception achieved with AR and VT solutions in some maintenance tasks of IT equipment. The results indicate that both systems help users to acquire knowledge in various aspects of equipment maintenance. Although no statistically significant differences were found between AR and VT solutions, users scored higher on the AR version in all cases. Moreover, the users explicitly preferred the AR version when evaluating three different usability and satisfaction criteria. For the AR version, a strong and significant correlation was found between the satisfaction and the achieved knowledge. Since the AR solution achieved similar learning results with higher usability scores than the video-based tutorials, these results suggest that AR solutions are the most effective approach to substitute the typical paper-based instructions in consumer electronics.This work has been supported by Spanish MINECO and EU ERDF programs under grant RTI2018-098156-B-C55.Morillo, P.; García García, I.; Orduña, JM.; Fernández, M.; Juan, M. (2020). Comparative study of AR versus video tutorials for minor maintenance operations. Multimedia Tools and Applications. 79(11-12):7073-7100. https://doi.org/10.1007/s11042-019-08437-9S707371007911-12Ahn J, Williamson J, Gartrell M, Han R, Lv Q, Mishra S (2015) Supporting healthy grocery shopping via mobile augmented reality. 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    An Application of Augmented Reality (AR) in the Teaching of an Arc Welding Robot

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    Augmented Reality (AR) is an emerging technology that utilizes computer vision methods to overlay virtual objects onto the real world scene so as to make them appear to co-exist with the real objects. Its main objective is to enhance the user’s interaction with the real world by providing the right information needed to perform a certain task. Applications of this technology in manufacturing include maintenance, assembly and telerobotics. In this paper, we explore the potential of teaching a robot to perform an arc welding task in an AR environment. We present the motivation, features of a system using the popular ARToolkit package, and a discussion on the issues and implications of our research.Singapore-MIT Alliance (SMA

    Visor de Realidad Aumentada en Museos (RAM) para Exposiciones Situadas en Entornos Cerrados

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    [ES] La realidad aumentada es una tecnología que ha evolucionado en gran medida en los últimos tiempos. La excelente característica de integración entre el mundo real y el virtual convierten a la realidad aumentada en un elemento óptimo para la utilización de modelos 3D en escenarios reales. El Visor de Realidad Aumentada para Museos es un sistema interactivo que permite al visitante integrar en tiempo real los contenidos virtuales sobre los restos o ruinas de una exposición. A medida que el visitante orienta el visor, se realiza un tracking de la posición y perspectiva de la cámara, permitiendo al modelo 3D conservar la misma perspectiva que la del entorno real. Este artículo describe el concepto, arquitectura y tecnología empleada en este dispositivo así como las técnicas de procesado, renderizado y control empleadas.[EN] Augmented reality has been increasingly used for the last 10 years. Real and virtual world combination supported by this technology has made augmented reality become an essential element for computer generated data integration in real-world. Museum augmented Reality Viewfinder is an interactive system that allows visitors to overlay computer generate contents onto sites and archaeological exhibitions in real time. As the person move the camera around, the position and orientation of the camera perspective is tracked, allowing the overlaid material to remain tied to the physical world. This paper describes concept, architecture and technology inside the Museum augmented Reality Viewfinder, image processing, rendering and PTZ control techniques are also detailed.Flores Gutiérrez, M.; Rufete Martínez, T.; Macanás Vidal, J.; Martínez García, J.; López Martínez, CM.; Ramos Martínez, F. (2011). Visor de Realidad Aumentada en Museos (RAM) para Exposiciones Situadas en Entornos Cerrados. Virtual Archaeology Review. 2(3):87-91. https://doi.org/10.4995/var.2011.4619OJS879123T. Drummond and R. Cipolla (1999): "Real-time tracking of complex structures for visual servoing". In Workshop on Vision Algorithms, pp 69-84.G. Fernandez Navarro,(2009): "Museos de ciencia Interactivos", en Revista de Museología, pp. 22-23.M. Haller, W. Hartmann, T. Luckeneder, J. Zauner (2002): "Combining ARtoolkit with scene graph libraries". Augmented Reality Toolkit, The First IEEE International Workshop, 2pp. http://dx.doi.org/10.1109/art.2002.1106978W. Hoff, T. Lyon, K. Nguyen (1996): "Computer vision based registration techniques for augmented reality". Volume 2904, págs 538-548. Proc. of Intelligent Robots and Computer Vision XV, In Intelligent Systems and Advanced Manufacturing, SPIE, pp 19-21.H. Kato and M. Billinghurts (1999): "Marker tracking and hmd calibration for a video-based augmented reality conferencing system". In IWAR: Proceedings o the 2nd IEEE and ACM International Workshop on Augmented Reality, pp 85, Washinton, DC, USA, Octubre 1999. IEEE Computer Society. http://dx.doi.org/10.1109/IWAR.1999.803809T. Miyashita, P. Meier, T. Tachikawa, S. Orlic, T. Eble, V. Scholz, A. Gapel, O. Gerl, S. Arnaudov, S. Lieberknecht (2008): "An augmented Reality Guide". Symposium on Mixed and Augmented Reality archive Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality table of contents , pp 103-106.N. Mourkoussis, F. Liarokapis, J. Darcy, M. Pettersson, P. Petridis, P.F. Lister, M. White (2002), "Virtual and Augmented Reality Applied to Educational and Cultural Heritage Domains", Proc. Business Applications of Virtual Reality, BAVR 2002 - Workshop on Business Applications of Virtual Reality, Poznan, Poland, April 24-25, pp 367-372. ISBN: 83-916842-0-2.PLETINCKX, Daniel et al. (2004): "Telling the local story: an interactive cultural presentation system for community and regional settings", en Proceedings of the 5th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage, VAST 2004. pp. 233-239.J. Santan Mestre, Joan - F.X. Hernández Cardona (2006) "Museología Crítica", Ediciones Trea, Gijón, España.D.Striker (2002), "Personalized Augmented Reality Touring of Archaeological Sites with Wearable and Mobile Computers" ISWC Proceedings of the 6th IEEE International Symposium on Wearable Computers. 2002.A. Webster, S, Freiner, B. MacIntyre,(1996) et al "Augmented Reality in architectural construction, inspection and renovation." Proc ASCE Thid Congress on Computing in Civil Engineering, Anaheim, CA, June 17-19,pp 913-919,1996.R. Wojciechowski, K. Walczak, M. White, W. Cellary (2004): Building Virtual and Augmented Reality museum exhibitions. Proceedings of the ninth international conference on 3D Web technology, Monterey, California. Pp. 135-144. http://dx.doi.org/10.1145/985040.985060Michael Zoellner, Jens Keil, Timm Drevensek, Harald Wuest,(2009) "Cultural Heritage Layers: Integrating Historic Media in Augmented Reality," vsmm, pp 193-196, 15th International Conference on Virtual Systems and Multimedia. http://dx.doi.org/10.1109/vsmm.2009.3

    Continuous maintenance and the future – Foundations and technological challenges

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    High value and long life products require continuous maintenance throughout their life cycle to achieve required performance with optimum through-life cost. This paper presents foundations and technologies required to offer the maintenance service. Component and system level degradation science, assessment and modelling along with life cycle ‘big data’ analytics are the two most important knowledge and skill base required for the continuous maintenance. Advanced computing and visualisation technologies will improve efficiency of the maintenance and reduce through-life cost of the product. Future of continuous maintenance within the Industry 4.0 context also identifies the role of IoT, standards and cyber security

    Discrete event simulation and virtual reality use in industry: new opportunities and future trends

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    This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets
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