When knowledge is developed fast, as it is the case so often nowadays, one of the main difficulties in initiating new research in any field is to identify the domain's specific state-of-the-art and trends. In this context, to evaluate the potential of a research niche by assisting the literature review process and to add a new and modern large-scale and automated dimension to it, the paper proposes a methodology that uses "Latent Semantic Analysis" (LSA) for identifying trends, focused within the knowledge space created at the intersection of three sustainability-related methodologies/concepts: "virtual Quality Management" (vQM), "Industry 4.0", and "Product Life-Cycle" (PLC). The LSA was applied to a significant number of scientific papers published around these concepts to generate ontology charts that describe the knowledge structure of each by the frequency, position, and causal relation of associated notions. These notions are combined for defining the common high-density knowledge zone from where new technological solutions are expected to emerge throughout the PLC. The authors propose the concept of the knowledge space, which is characterized through specific descriptors with their own evaluation scales, obtained by processing the emerging information as identified by a combination of classic and innovative techniques. The results are validated through an investigation that surveys a relevant number of general managers, specialists, and consultants in the field of quality in the automotive sector from Romania. This practical demonstration follows each step of the theoretical approach and yields results that prove the capability of the method to contribute to the understanding and elucidation of the scientific area to which it is applied. Once validated, the method could be transferred to fields with similar characteristics. Even if their creators endowed them with a clear meaning at an incipient stage, when they become more popular in an emerging area, these concepts are quickly surrounded by a large amount of new knowledge that is developed with an amazing speed, enriching and enlarging their initial sphere.The "virtual Quality Management" (vQM) concept could be a significant example for the circumstances described previously. It is born through a semantic operation, joining two established and mature concepts: "virtual" and "QM", thus it is representative for an area which is in a period of high dynamic development and of interest for companies preoccupied with sustainability from the perspective of operations management and organizational culture.In this context in which the amount of information relating to new concepts quickly reaches unmanageable levels, regardless of the field, solutions that can analyze extended documentation with the purpose of disambiguating information and capturing the essentials, thus creating knowledge, become the focus of attention and gain in importance. Traditional solutions for that purpose lay in the literature review process, trying to collect, select, filter, and struc...
The paper presents a methodology to create 3D digital and virtual artefacts in the field of archaeology using CAD software solution. The methodology includes the following steps: the digitalization process, the digital restoration and the dissemination process within a virtual environment. The resulted 3D digital artefacts have to be created in files formats that are compatible with a large variety of operating systems and hardware configurations such as: computers, graphic tablets and smartphones. The compatibility and portability of these 3D file formats has led to a series of quality related compromises to the 3D models in order to integrate them on in a wide variety of application that are running on different hardware configurations. The paper illustrates multiple virtual reality and augmented reality application that make use of the virtual 3D artefacts that have been generated using this methodology.
Following cardiac surgery, patients experience difficulties with the rehabilitation process, often finding it difficult, and therefore lack the motivation for rehabilitation activities. As the number of people aged 65 and over will rise by 207 percent globally by 2050, the need for cardiac rehabilitation will significantly increase, as this is the main population to experience heart problems. To address this challenge, this paper proposes a new robotic exoskeleton concept with 12 DoFs (6 DoFs on each arm), with a symmetrical structure for the upper limbs, to be used in the early rehabilitation of cardiac patients after open-heart surgery. The electromechanical design (geometric, kinematic, and dynamic model), the control architecture, and the VR-based operating module of the robotic exoskeleton are presented. To solve the problem of the high degree of complexity regarding the CardioVR-ReTone kinematic and dynamic model, the iterative algorithm, kinetic energy, and generalized forces were used. The results serve as a complete model of the exoskeleton, from a kinematic and dynamic point of view as well as to the selection of the electric motors, control system, and VR motivation model. The validation of the concept was achieved by evaluating the exoskeleton structure from an ergonomic point of view, emphasizing the movements that will be part of the cardiac rehabilitation.
Abstract. In the last decade fiber-reinforced polymer (FRP) had a very impressive development. Due to its physical and mechanical properties, this material is used in many high-end domains such as: aerospace, aviation, automotive, medical, engineering or building constructions. In the last period FRP are being intensely used in the automotive industry especially for the chassis manufacturing and other vehicle structural components. In this paper, the authors present the model of a carbon epoxy front hood of a two-passenger electrical car which is specially designed in urban area and which makes use of advanced FRP manufacturing.
Museums all around the globe are starting to adopt advanced technologies that enable the visitors to interact with digital replicas of their collections and artworks. Immersive and interactive virtual reality applications represent one of the most appealing and most used technologies within modern museum exhibitions areas. Using these types of applications the visitors can have access to additional layers of information which can be presented in different languages and presented to the visitor when they demand it using advanced digital interactivity. But the major drawback of these applications is that they don't allow the users to experience tactile exploration regarding the shapes and ornaments of the cultural heritage artefacts. People are programmed to gather and receive sensory information using their sight, hearing but also using tactile experiences. In order to enable tactile experiences within museum exhibitions, modern technologies such as haptic devices can be installed to enable the visitors to examine the shape of the 3D digital replicas of real artefacts. This paper presents a case study of a haptic device instalment within a museum exhibition that can enable real time tactile exploration of digitized artefacts.
The wooden churches from Transylvania, Romania, are a unique and representative cultural heritage asset for rural communities, both in terms of architecture and the style of painting that defines them as monuments of national heritage. These churches are in danger of degradation because rural communities are beginning to abandon them for various motives (e.g., they are too small, are expensive to maintain, or are being replaced by modern churches, built of stone and modern materials). The reason behind their accelerated degradation is that they are covered with shingles that need to be periodically changed and repaired to prevent water from reaching the inner painting layer, a process that is, in many cases, ignored. Imperial gates are the symbol of these churches and separate the nave from the narthex. They are made entirely out of wood and were sculpted and painted manually by skilled craftsmen and still represent the central element of these churches, in terms of art and aesthetics. The digital preservation of these heritage assets is an interdisciplinary undertaking, which begins with the physico-chemical analysis of the pigments in the painting layer, continues with three-dimensional (3D) digitization of the monument and of the objects of interest (such as the imperial gates), and finishes with a digital restoration of these monuments and artefacts. This paper presents a working methodology, successfully applied in digitizing and digitally restoring imperial gates from wooden churches in Transylvania, namely from the wooden church of Voivodeni, Sălaj County, Romania (Transylvania region). X-ray fluorescence and FTIR spectroscopy were used to determine the pigments in the painting layer of these artefacts, and after they were identified, they were synthesized in laboratory conditions. The resulting color was digitized and used for digitally restoring the artefact(s) to its (their) pristine condition. To popularize these cultural heritage assets, the authors make use of virtual reality to mediate the interaction between the general public and heritage objects in their current state of preservation, in a digital environment. Moreover, to showcase how these heritage objects were degraded over time, a digitally restored version of the artefact in pristine condition is presented alongside a version in its current state (as is, digitized, but not yet digitally restored).
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.