110 research outputs found

    Unsupervised three-dimensional reconstruction of small rocks from a single two-dimensional image

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    Surfaces covered with pebbles and small rocks can often be found in nature or in human shaped environments. Generating an accurate three-dimensional model of those kind of surfaces from a reference image can be challenging, especially if one wants to be able to animate each pebble individually. To undertake this kind of job manually is time consuming and impossible to achieve in dynamic terrains animations. The method described in this paper allows unsupervised automatic generation of three-dimensional textured rocks from a two-dimensional image aiming to closely match the original image as much as possible

    SwageXR:designing gamified AR applications for industrial training

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    This paper presents a case study describing the design of SwageXR, a gamified tubing assembly exercise where tubing fittings must be correctly identified and assembled. The aim of the gamified AR application is to increase engagement of course trainees to allow for learning development in both theory and practical based exercises.Design needs and requirements were gathered using a contextual design approach and qualitative research through interviews with training course instructors as well as a workshop involving them. The contextual design approach involved the PI taking part in the training course as one of the trainees to observe and build understanding of the taught practical content and the context in which the learning happened. This was followed by semi-structured interviews with 4 training instructors, with results indicating preferred course content to digitise, early concepts for gamification, and the storyline of the gamified content with respect to existing training. Using the data and experience gained from the contextual design approach and interviews, a paper prototype of the gamified AR application was developed and feedback was obtained from the company technical director. The paper prototype and feedback were used as a basis for developing a 3D prototype in VR using ShapesXR. This led to a VR workshop involving the technical director and training manager of the company where the 3D prototype was demonstrated and discussed. The workshop resulted in the flow of the overall application being refined including the storyline, gamification, training, and challenges. The design process aims to facilitate the development of a coded working prototype for SwageXR, with gamification elements such as score, time-based challenges and leaderboards. An initial experience playtest with course trainees will then be possible to gain insight on engagement levels and trainee attitudes about the initial game experience.This paper contributes to the field of game-based learning by providing a case study in design and development of a gamified AR industrial training application, which aims to enhance engagement of trainees

    INDUSTRY 4.0 TECHNOLOGIES AND ORGANIZATIONAL DESIGN–EVIDENCE FROM 15 ITALIAN CASES

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    Current literature on Industry 4.0 technologies has mainly explored their relationship to the employment dynamics, or to the required competencies and emerging roles. This paper is complementing current literature with a perspective focused on organizational design. The aim of the paper is to explore how organizations are re-designed when Industry 4.0 technologies are implemented. The paper is based on 15 case studies carried out in Italian manufacturing companies and data was collected from 70 semi-structured interviews to relevant roles involved in the implementation of digital technologies. Results show that, when Industry 4.0 technologies are implemented, organizations are redesigned following an employee control-oriented or following an employee commitment-oriented organizational design. These results show that organizational design is the result of decisions, and is not determined by technology. The implications of our findings are presented and discussed
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