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2007, 2007 IEEE International Symposium on Industrial Electronics
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In this paper, a Virtual Reality Training system for maintenance of industrial equipment is presented. Since equipment are usually designed with CAD tools, it is feasible to create the Virtual Reality model. Despite of the virtual reality system itself, seting up an industrial related training system implies several processes in order to transform initial Computer Aided Design model into interactive models suitable for training processes. Our virtual training system is being developed following two main implementation approachs. On one hand a commercial tool (Eon Professional) is being used. On the other, the same system is being developed using open-source tools. Both approaches are described in this paper.
The emerging global competition and increasing costs are a great challenge to industries. New cost effective training methods are explored to cope with this demand. In-depth knowledge of the functions in a factory is of vital importance for greater safety and better efficiency. Desktop and web-based e-learning applications offer industrialists new tools to raise maintenance-related knowledge and competence. Simulated learning through virtual 3D animations let employees comprehend the internal mechanisms of the equipment and the co-relation between the different parts. The evolution of Web technologies in recent years has enabled the use of Virtual Reality (VR) modelling for visualization of manufacturing processes creating a Virtual Environment (VE). The VR modelling language (VRML), which has become the standard for transmitting 3D virtual worlds across the Internet, can be used to control, interact and monitor manufacturing processes visually thus imparting training from a desktop computer. This paper deals with the simulation of the production of steel beams and columns presented to the subcontractors from a parent company.
Information Sciences, 2002
Virtual reality-based training systems (VRTSs) are advanced computer-assisted training systems using Virtual Reality (VR) technology. To have better structure and easier implementation, a virtual training system can be modeled as an integrated system consisting of a training task-planning module, an instruction module, a simulation module, a performance evaluation module, and an interface module. Presented in this paper are an architecture of VR-based training systems and a practical knowledge modeling approach to modeling the training scenarios of the systems by using Petri nets formalism. A Computer Numerical Control (CNC) milling operations virtual training prototype system was developed to illustrate the feasibility and eectiveness of this approach.
Given the growing evolution of technology, machinery and manufacturing techniques, conventional methodologies for training the workforce are not enough for the current needs. Therefore methodologies capable to accelerate the training process and able to train the trainee in a wide range of scenarios are claimed for the industrial sector.
Paladyn, Journal of Behavioral Robotics
Across numerous disciplines, virtual reality (VR) had been used to aid decision-making in training, design, and evaluation processes. Both the educational and industrial groups have contributed to a vast knowledge based on a variety of VR topics during the last two decades. VR has been expanded to industry in recent years, but the majority of its applications do not involve industrial robots. To study the application of VR technology in industrial design, it is better to combine the design activities with computer-integrated manufacturing system and bring new opportunities for the innovation of industrial design. Therefore, in this article, an application of industrial interactive design system based on VR technology in the education domain is explored. First, the function and scheme design of industrial robot assembly and adjustment system are designed, and the model is established. Finally, SolidWorks and 3DsMAX are selected as three-dimensional model development tools. Unity 3D i...
International Journal of Interactive Multimedia and Artificial Intelligence
The difference between the project PRACTICA with these simulators lies in that PRACTICA has been conceived as a tool for the creation of simulation environments of free access to the community of developers and creatives, with the differential value regarding existing solutions, that the goal of PRACTICA is to provide a means for the creation of these simulators without the need to write a line of code. This facilitates access to a tool for the creation of simulators based on virtual reality for (non-ICT) professionals. PRACTICA provides a scene editing system, fully parameterize and configurable through visual elements. This article describes how the PRACTICA project works, from its conception, design and development, to the results obtained in the creation of prototype simulators adapted to the needs of real cases of companies that carry out training for professionals that have improved the content of the courses they provide to their students, given by access to a system of practices that simulates the operation of high-cost machinery and that puts students in situations that could actually pose a risk to their integrity.
This paper firstly presents the reasons for virtual reality implementation, with immersion, in the processes of theoretical and practical training in the area of mechanics. There are some considerations related with the methodological implications and we propose an extension of the Wegener model. We describe a pilot station which tests the use of virtual reality in the training activities concerned. We present the first achievements in populating virtual settings, by interconnection of Cyber Gloves with the virtual setting, handling virtual parts for visual observation and easy assembling operations. Secondly, this paper describes a possible involvement of virtual reality to shift from traditional engineering to virtual engineering to resolve the current crisis of manufacturing engineering in a significant manner. Thus, we present the general structure of a virtual engineering entity, its main activities and organizational structures. Furthermore, we briefly review the main types of virtual reality equipment and technologies useful for highlighting virtual engineering for services and environment.
ACTA TECHNICA NAPOCENSIS - Series: APPLIED MATHEMATICS, MECHANICS, and ENGINEERING, 2021
The paper proposes a workflow methodology to obtain accurate 3D models optimized for various virtual reality training environment. The case study within the paper is focused on automotive mechanics training with specific scenarios focused on component recognition and assembly. The virtual reality application has been developed in Unity 3D and it enables users to experience the immersive virtual reality environment with a wide variety of Head Mount Display setups from various manufacturers. The 3D models used within the environment have been obtained using structured light scanning technologies applied on real components to ensure that the 3D models are accurate replicas of the real components both in terms of geometrical dimensions as well as visual properties. The proposed virtual reality system represents an upgraded version of the usual human-machine training system by enabling users to have access to detailed 3D models directly in an immersive virtual reality environment therefore replacing the need to have the available material resources available locally at the training facility as physical parts, assemblies and equipment which require warehousing and specific manipulation and logistics.
2019 International Conference on Graphics and Interaction (ICGI), 2019
Rapidly changing customer demands, regulations and technologies drive the complexity of products, processes and production systems, as well as shorter product and factory lifecycles. In order to handle such complexity while decreasing the time-to-market, immersive virtual reality (VR) technologies are increasingly being used in industry to support product and factory lifecycle engineering processes, such as (re)design, validation and verification, learning and training. However, the design and development of multiuser VR training for complex and manual production processes remain a challenge for industry. The integration of VR training simulations with virtual and physical factories could support the handling of such obstacles in terms of efficiency and effectiveness by increasing the precision, accuracy and reliability of data used in VR simulations. In this study, we present a collaborative and coordinated VR training model and its data integration with virtual factory tools and manufacturing execution systems for a wind turbine assembly scenario. A demonstration has been performed and evaluated by industry experts. The preliminary evaluation results show that integrated collaborative VR training has significant potential for more efficient and effective training, as well as enabling new use cases for industry.
2021
This paper looks into the world of virtual reality as seen from the manufacturing point of view, specifically inside manufacturing education. Virtual reality is growing within many industries including manufacturing and is a key piece in Industry 4.0. Every year, the capabilities of virtual reality grow as the resolution of screens progresses to the point where it can simulate near-perfect depictions of reality as processing power continues to grow. This opens a massive amount of potential into things like training. Especially in the current environment where learning virtually has become the norm, being able to have hands-on experience can help education by a large margin. In this project a virtual reality environment was created in which those unable to or are simply interested can experience and learn how to utilize CNC machines. Working, visually appealing models of the laboratory machines were being constructed with machining models that can be implemented within them. Step-by-step instructions were created for the use of these models.
Procedia CIRP
This paper presents ongoing research about the use of Virtual Reality (VR) to facilitate training for maintenance. VR systems are now widely accepted as training platforms for complex and highly demanding training tasks. In this paper, we focus on the application of VR technology for designing and evaluating the actual training process that relates to maintenance operations. Despite the availability of increasingly many and mature VR devices, it is still difficult to achieve the level of realism needed for the effective training of particular manipulation gestures that are vital for specific assembly and disassembly procedures. We propose a systematic approach to create a VR-based experimentation environment that facilitates the selection, calibration, and evaluation of different VR devices for the training of a specific maintenance operation. We present a case study to demonstrate the feasibility of our concept, as well as the huge potential VR has to even replace the traditional physical mock-up training. Via virtual hands, users can interact directly with virtual objects via various devices (mouse, keyboard and Leap Motion). Maintenance gestures can thereby be executed as naturally as possible and can be easily recorded to prepare maintenance learning service.
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