The Internet of Things (IoT) can reduce manufacturing cost, improve uptime, and help operators gain process insights. In this paper, we develop a system architecture for an IoT-enabled manufacturing system and demonstrate it on a bench-top milling machine. We explore on how we can build such a laboratory-scale system with commonly available, low-cost electronic sensors. Factors for designing such a system have been explored. The designed manufacturing system can take manufacturing inputs as G-Codes from the internet via a website as well as stream the data from several sensors to the internet. Engineering implementation of the system as well as its underlying ideology have been discussed. Micro Electro-Mechanical System (MEMS) sensors have low cost, smaller form factor as well as tend to work with a variety of IoT enabled systems. This work evaluates the feasibility of using them for condition monitoring in manufacturing. These systems embody a sort of primary unit for enabling the 'Smart Factory' revolution.
Virtual Reality painting is a form of 3D-painting done in a Virtual Reality (VR) space. Being a relatively new kind of art form, there is a growing interest within the creative practices community to learn it. Currently, most users learn using community posted 2D-videos on the internet, which are a screencast recording of the painting process by an instructor. While such an approach may sufce for teaching 2D-software tools, these videos by themselves fail in delivering crucial details that required by the user to understand actions in a VR space. We conduct a formative study to identify challenges faced by users in learning to VR-paint using such video-based tutorials. Informed by results of this study, we develop a VR-embedded tutorial system that supplements video tutorials with 3D and contextual aids directly in the user's VR environment. An exploratory evaluation showed users were positive about the system and were able to use the proposed system to recreate painting tasks in VR. CCS CONCEPTS • Human-centered computing → Virtual reality.
Figure 1: An instructor (orange) teaching a learner (green) how to play a chord on a guitar in mixed reality using Loki. The learner, who is in VR (d), observes the instructor who is in AR (a) demonstrating the chord. The learner uses spatial annotations to ask a question about the performance. Then, both enter AR and the learner begins to practice while the instructor provides occasional coaching (b, e). Lastly, the learner performance is recorded, and both instructor and learner review the recorded performance in VR and discuss the errors (c, f).
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