Virtual reality (VR) is widely used in various industrial applications. All leading industrial manufacturing companies today have a strategy called the 'concept of a digital factory' where all aspects of manufacturing are digitally verified on digital mockups prior to physical manufacturing. Other than that, it is a rapidly developing new medium and further development of VR and IT will open up new possibilities. The new concept of Industry 4.0 is based on using approaches like the Internet of Things, Cloud Computing, Cyber-Physical Systems and Virtual Reality. With the decreasing cost of VR devices, even smaller businesses are able to implement such technologies. It is therefore crucial that mechanical engineering graduates are familiar with these new technologies and trends. We had to use unconventional methods to educate mechanical engineering students in the latest trends in IT and VR. Back in 2010, there were almost no tools available for teaching how to create industry-themed VR environments, which did not require complicated coding, so we decided to make our own. To simplify the development, we used Source Engine as the core and enhanced it with a library of textures, models and scripts we called DigiTov. Although Source Engine is a game engine, the master logic of VR development is the same as for professional SW products. In autumn 2015, a group of 10 students modified the DigiTov for Unity3D, forming a team made up of different roles.
This paper suggests a new virtual reality environment creation methodology, using game development IDEs as a platform. The methodology is based on previous experience with regular and virtual reality programming as well as on a compilation of other methodologies. The method was prepared for the development of a virtual therapy serious game, and was validated on more projects. The output of this method is the statement of the virtual environment scenario, the list of needed objects, their states and actions to change these states, which lead to a state machine creation and assets lists. Keyword
This paper presents our approach for making an active camera tracking application for augmented reality. We have taken into consideration the use of such applications in industry and conditions in production systems., Unity3D with ARToolkit for Unity was chosen as the development platform due to its compatibility and availability, although we needed to conduct a slight modification to the ARToolkit for Unity which we present in the paper. For testing the modified algorithm, we placed fixed markers around a room and made a LiDAR scan of it. We evaluated the quality of registration of the actual view and the LiDAR scan. The results are yet to be further evaluated and the algorithm must be tested in conditions that will be as near as possible to an actual shop floor.
The paper is focused on point cloud data processing obtained by 3D laser scanning. The scanning devices are at a very advanced level and after reaching their possible maximum scanning speeds, manufacturers are now more focused on a minimization of the devices. However, there is still a lack of software solutions for a simple and successful model creation from point cloud data or data evaluation. This paper briefly describes the laser scanning principle and the process of production floor layout capturing. Furthermore, a newly developed algorithm for an extraction of specific areas of point cloud is introduced. The algorithm was tested and compared with other solutions for a production layout development. After testing, the standalone software application called CloudSlicer™ was programed and the user interface is also presented.
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