This paper focuses on criticality evaluation for supporting daily equipment maintenance management and the definition of medium and long-term maintenance actions to improve equipment and, therefore, productivity. These two different purposes led to the development of two different methods for criticality evaluation, using criteria adjusted for each case. The first method is based on rules for defining priorities for corrective and preventive maintenance tasks. Since a failure mode of critical equipment is not necessarily critical, priorities for maintenance tasks are assigned to tasks rather than to equipment. The second method uses Analytic Hierarchy Process to prioritize equipment based on its performance. This method is based on the indicators commonly monitored by maintenance departments. In addition to assessing equipment performance, it considers the maintenance effort made to achieve the evaluated performance. The selection of the criticality criteria and the development of the methods was based on literature review and triggered by a case study in a multinational automotive company. With the integration of the proposed methods in a computerized maintenance management system, maintenance technicians and managers are able to know in real time the tasks that should be performed first and to monitor the overall performance of equipment in the plant, focusing improvements where they are more required.
O presente trabalho descreve o processo de criação do artefacto multidimensional "e-EMotion-Capsule" que explora a imersividade para gerar emoções através da criação de ambientes impactantes. A perspetiva multidimensional da e-EMotion-Capsule permite ao participante experienciar diferentes ambientes criados recorrendo a tecnologias imersivas como o vídeo a 360, ambientes de realidade virtual e plataformas de realidade mista. O participante coloca os óculos RV para interagir com o artefacto e-EMotion-Capsule, passando ele próprio a fazer parte do universo imersivo em que se envolveu. As suas próprias emoções desencadeiam as funções cognitivas de processamento percetivo, simbólico e lógico determinantes para construir a sua interpretação. O artefacto recorre ao inovador conceito de narrativa a 360 em que o movimento do corpo proporciona uma experimentação interativa, autónoma e personalizada, associada a estímulos visuais e sonoros que se fundem com o próprio participante. A arte digital ao incorporar este tipo de narrativa induz o participante a assumir o papel do personagem principal, desencadeando neste a dualidade entre reagir e agir, entre observar e provocar, quebrando a indiferença e gerando inquietação.
Art has a power different from all other human actions; it can produce a variety of human emotions like nothing else. The main purpose of this chapter is to study the relation between media arts and emotions. Virtual environments are increasingly being used by artists; the use of immersive environments allows the media art artist to go further than express himself, allows that through contemplation and interaction the participant also becomes part of the artistic artefact. Immersive environments can induce emotional changes capable of generating states of empathy. Considering an immersive environment as a socio-technical system, where human and non-human elements interact, establishing strong relationships, the authors used actor-network theory as an approach to design an immersive artifact of digital media art. The use of neurofeedback mechanisms during the participant's exposure to immersive environments opens doors to new types of interaction, allowing to explore emotional states to generate empathy.
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