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Enabling Smart Supply Chain Management with Artificial Intelligence
Published in Kim Phuc Tran, Machine Learning and Probabilistic Graphical Models for Decision Support Systems, 2023
Thi Hien Nguyen, Huu Du Nguyen, Kim Duc Tran, Dinh Duy Kha Nguyen, Kim Phuc Tran
Another important application of AI that makes the manufacturing process smart is virtual reality (VR). VR refers to an artificial environment that provides users with three-dimensional images and some effects so that they can feel like being in a real space. In smart manufacturing, VR technology supports engineers in evaluating the performance of an object via virtual prototypes, which saves a lot of expense compared to building physical prototypes. That is, it can allow the implementation of complex engineering theory from industrial real-life practice in a virtual 3D model. Several applications of VR in industrial manufacturing have been discussed in42, consisting of Design (design and prototyping), Manufacturing Processes (machining, assembly, and inspection), and Operation Management (planning, simulation, and training). The authors of43 proposed a point cloud-based virtual factory modeling approach for factory layout planning applied in many industries such as aerospace and truck manufacturing. The benefit of the introduction of Additive Manufacturing and Augmented Reality in aeronautical maintenance has been analyzed in44. The authors of45 provided a review of the studies related to virtual manufacturing systems.
Construction of a digital seismological science museum with virtual reality technology
Published in Artde D.K.T. Lam, Stephen D. Prior, Siu-Tsen Shen, Sheng-Joue Young, Liang-Wen Ji, Engineering Innovation and Design, 2019
Artde Donald Kin-Tak Lam, Fu-Quan Wei
In short, VR simulates visual images and sound effects similar to the real environment by using a simulation device (microcomputer system), and uses a detector to sense the physiological response of the human body to feed back to the simulator, so as to create a real-time interaction between human and computer. Therefore, the conceptualization of VR includes three parts: (1) imagination, (2) interaction and (3) immersion (see Figure 1). Among these, imagination and interaction determine the actual effect of experiencing the situation, but also determine the effectiveness of the application of the entire VR. Imagination can be accomplished with the assistance of hardware and software facilities. Interaction needs a perfect and real-time interface environment, which links the mechanical platform of hardware and VR software to satisfy human sensory functions (such as picture switching rate, surface properties of objects, and so on). Complete interaction achieves the sensory effect of experiencing the situation.
Effective virtual reality training for safety critical activities in the process industry
Published in Maria Chiara Leva, Tom Kontogiannis, Marko Gerbec, Olga Aneziris, Total Safety and the Productivity Challenge, 2019
Tom Kontogiannis, Marko Gerbec, Mehdi Sbaouni
Virtual reality (VR) is a representation technology that involves real-time simulation and user interaction through many sensory channels such as visual, auditory, tactile and smell. A VR system comprises a computer processing unit, a 3D representation of a real environment and a number of peripherals devices (e.g., eye goggles and other interaction devices). As VR systems are strong in spatial and visual representation of real equipment, the tasks which are most likely to benefit from training are those relying on visual perception and procedure execution such as navigational tasks, inspection tasks and procedural tasks. Unlike other training media, VR systems offer users many opportunities for experiencing ‘presence’ and ‘immersion’, the feelings of being inside in the virtual world.
Measuring user preferences and behaviour in a topographic immersive virtual environment (TopoIVE) of 2D and 3D urban topographic data
Published in International Journal of Digital Earth, 2021
Łukasz Halik, Alexander J. Kent
Virtual reality (VR) is a display and control technology that provides an interactive, multi-sensory, computer-generated, three-dimensional virtual environment (VE) to a user. Although the first VR systems began to emerge in the 1960s and their cartographic applications were acknowledged by the 1990s (Taylor 1991; Moore 1999), only recently has VR become an explicit focus of user research in cartography (e.g. Çöltekin, Lokka, and Zahner 2016; Roth et al. 2017; Lütjens et al. 2019; Zagata et al. 2021). Although Çöltekin et al. (2020b) note that VR offers a fundamental paradigm shift in allowing users to experience a sense of place comparable or even identical to the real world, possibly alleviating the need for travel, the full potential of VR technology to provide effective cartographic visualizations, including topographic data maintained by national mapping agencies, has yet to be explored.
Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups
Published in Behaviour & Information Technology, 2021
Continuous advances and developments are occurring in health technology. Virtual reality (VR) provides a 3D virtual environment that is simulated using a computer. Moreover, it provides users with multiple sensory simulation. However, excessively complex user interfaces might be a concern in VR software, and users might feel upset when they cannot locate a button in a VR interface. Scholars have reported major problems regarding the usability of VR systems (Chalil and Greenstein 2017; Sutcliffe and Kaur 2000). For example, older adults might perceive VR applications to be difficult to learn; they might not enjoy the flow experience of VR; or they might face difficulties in using VR equipment. Therefore, how to encourage older adults to engage in adequate exercise through VR and how to provide them with customised user interfaces to promote their independence are important topics for VR application designers.
Power Quality Improvement in Induction Heating System Using Vienna Rectifier Based on Hysteresis Controller
Published in Electric Power Components and Systems, 2020
Anand Kumar, Debayan Sarkar, Pradip Kumar Sadhu
Considering aforesaid problems related to power quality resulting from IH systems that can be mitigated using a 1-ø VR as front end converter followed by HF inverter. 1-ø VR improves the PF along with sinusoidal input current and decrease the harmonic component [23, 24]. Additionally, VR can also reduce the blocking voltage stress across the power semiconductor switches. Various applications of VR have been observed in many areas such as wind energy, electric vehicle as a charger, electrical drives etc. In [25], the power quality has been improved along with reduction in the total cost that can be seen in wind energy system which is based on permanent magnet synchronous generator using VR. Generally, most of the applications of VR are based on three phase topology. Single phase approach of VR has been detailed studied with mathematical modeling in [26, 27]. From the intensive literature review, VR has been defined as unidirectional pulse width modulation (PWM) boost rectifier [28–30]. The inherent property of VR prevents the utility side from the inter-harmonic frequency of 2fo+50Hz which flows back to the utility side due to high switching frequency at the inverter side and boost the input supply in single stage simultaneously. The simultaneous nature of VR that is rectification of power quality issues and boosting the input voltage in single stage makes it effective to implement in the field of IH technology.