Search results for: extended reality
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 753

Search results for: extended reality

753 Virtual Reality Design Platform to Easily Create Virtual Reality Experiences

Authors: J. Casteleiro- Pitrez

Abstract:

The interest in Virtual Reality (VR) keeps increasing among the community of designers. To develop this type of immersive experience, the understanding of new processes and methodologies is as fundamental as its complex implementation which usually implies hiring a specialized team. In this paper, we introduce a case study, a platform that allows designers to easily create complex VR experiences, present its features, and its development process. We conclude that this platform provides a complete solution for the design and development of VR experiences, no-code needed.

Keywords: Designers, virtual reality, virtual reality design platform, virtual reality system, no-coding.

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752 Augmented Reality on Android

Authors: Chunghan Li, Chang-Shyh Peng, Daisy F. Sang

Abstract:

Augmented Reality is an application which combines a live view of real-world environment and computer-generated images. This paper studies and demonstrates an efficient Augmented Reality development in the mobile Android environment with the native Java language and Android SDK. Major components include Barcode Reader, File Loader, Marker Detector, Transform Matrix Generator, and a cloud database.

Keywords: Augmented Reality, Android.

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751 3D Spatial Interaction with the Wii Remote for Head-Mounted Display Virtual Reality

Authors: Yang-Wai Chow

Abstract:

This research investigates the design of a low-cost 3D spatial interaction approach using the Wii Remote for immersive Head-Mounted Display (HMD) virtual reality. Current virtual reality applications that incorporate the Wii Remote are either desktop virtual reality applications or systems that use large screen displays. However, the requirements for an HMD virtual reality system differ from such systems. This is mainly because in HMD virtual reality, the display screen does not remain at a fixed location. The user views the virtual environment through display screens that are in front of the user-s eyes and when the user moves his/her head, these screens move as well. This means that the display has to be updated in realtime based on where the user is currently looking. Normal usage of the Wii Remote requires the controller to be pointed in a certain direction, typically towards the display. This is too restrictive for HMD virtual reality systems that ideally require the user to be able to turn around in the virtual environment. Previous work proposed a design to achieve this, however it suffered from a number of drawbacks. The aim of this study is to look into a suitable method of using the Wii Remote for 3D interaction in a space around the user for HMD virtual reality. This paper presents an overview of issues that had to be considered, the system design as well as experimental results.

Keywords: 3D interaction, head-mounted display, virtual reality, Wii remote

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750 Application of the Virtual Reality Modeling Language for Design of Automated Workplaces

Authors: Jozef Novak-Marcincin

Abstract:

Virtual Reality Modelling Language (VRML) is description language, which belongs to a field Window on World virtual reality system. The file, which is in VRML format, can be interpreted by VRML explorer in three-dimensional scene. VRML was created with aim to represent virtual reality on Internet easier. Development of 3D graphic is connected with Silicon Graphic Corporation. VRML 2.0 is the file format for describing interactive 3D scenes and objects. It can be used in collaboration with www, can be used for 3D complex representations creating of scenes, products or VR applications VRML 2.0 enables represent static and animated objects too. Interesting application of VRML is in area of manufacturing systems presentation.

Keywords: Virtual reality, virtual reality modelling language, design of workplaces, technological workplaces.

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749 Design A Situated Learning Environment Using Mixed Reality Technology - A Case Study

Authors: Rasimah Che Mohd Yusoff, Halimah Badioze Zaman, Azlina Ahmad

Abstract:

Mixed Reality (MR) is one of the newest technologies explored in education. It promises the potential to promote teaching and learning and making learners- experience more “engaging". However, there still lack of research on designing a virtual learning environment using MR technology. In this paper, we describe the Mixed Reality technology, the characteristics of situated learning as instructional design for virtual environment using mixed reality technology. We also explain a case study that implemented those design and also the system overview.

Keywords: authentic activity. authentic context, mixed reality, situated learning

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748 Study of Qualitative and Quantitative Metric for Pixel Factor Mapping and Extended Pixel Mapping Method

Authors: Indradip Banerjee, Souvik Bhattacharyya, Gautam Sanyal

Abstract:

In this paper, an approach is presented to investigate the performance of Pixel Factor Mapping (PFM) and Extended PMM (Pixel Mapping Method) through the qualitative and quantitative approach. These methods are tested against a number of well-known image similarity metrics and statistical distribution techniques. The PFM has been performed in spatial domain as well as frequency domain and the Extended PMM has also been performed in spatial domain through large set of images available in the internet.

Keywords: Qualitative, quantitative, PFM, EXTENDED PMM.

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747 Resilient Manufacturing: Use of Augmented Reality to Advance Training and Operating Practices in Manual Assembly

Authors: L. C. Moreira, M. Kauffman

Abstract:

This paper outlines the results of an experimental research on deploying an emerging augmented reality (AR) system for real-time task assistance (or work instructions) of highly customised and high-risk manual operations. The focus is on human operators’ training effectiveness and performance and the aim is to test if such technologies can support enhancing the knowledge retention levels and accuracy of task execution to improve health and safety (H&S). An AR enhanced assembly method is proposed and experimentally tested using a real industrial process as case study for electric vehicles’ (EV) battery module assembly. The experimental results revealed that the proposed method improved the training practices and performance through increases in the knowledge retention levels from 40% to 84%, and accuracy of task execution from 20% to 71%, when compared to the traditional paper-based method. The results of this research validate and demonstrate how emerging technologies are advancing the choice for manual, hybrid or fully automated processes by promoting the XR-assisted processes, and the connected worker (a vision for Industry 4 and 5.0), and supporting manufacturing become more resilient in times of constant market changes.

Keywords: Augmented reality, extended reality, connected worker, XR-assisted operator, manual assembly 4.0, industry 5.0, smart training, battery assembly.

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746 Extended Dynamic Source Routing Protocol for the Non Co-Operating Nodes in Mobile Adhoc Networks

Authors: V. Narasimha Raghavan, T. Peer Meera Labbai, N. Bhalaji, Suvitha Kesavan

Abstract:

In this paper, a new approach based on the extent of friendship between the nodes is proposed which makes the nodes to co-operate in an ad hoc environment. The extended DSR protocol is tested under different scenarios by varying the number of malicious nodes and node moving speed. It is also tested varying the number of nodes in simulation used. The result indicates the achieved throughput by extended DSR is greater than the standard DSR and indicates the percentage of malicious drops over total drops are less in the case of extended DSR than the standard DSR.

Keywords: Mobile Adhoc Networks, DSR, Grudger protocol, Nodes.

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745 Application of Augmented Reality for Simulation of Robotized Workcell Activity

Authors: J. Novak-Marcincin, J. Barna, M. Janak

Abstract:

Augmented Reality (AR) shows great promises for its usage as a tool for simulation and verification of design proposal of new technological systems. Main advantage of augmented reality application usage is possibility of creation and simulation of new technological unit before its realization. This may contribute to increasing of safety and ergonomics and decreasing of economical aspects of new proposed unit. Virtual model of proposed workcell could reveal hidden errors which elimination in later stage of new workcell creation should cause great difficulties. Paper describes process of such virtual model creation and possibilities of its simulation and verification by augmented reality tools.

Keywords: Augmented reality, simulation, workcell design.

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744 Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning

Authors: Muhammad Nawaz, Sandeep N. Kundu, Farha Sattar

Abstract:

Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.

Keywords: Augmented Reality Sandbox, constructivism, deep learning, geoscience.

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743 Metaverse as a Form of Reality and the Impact of Metaverse in Higher Education

Authors: Josefina Bengoechea, Alex Bell

Abstract:

In the metaverse, the characters were avatars working in a 3-dimensional virtual reality. This virtual reality existed beyond reality. The metaverse is a “the post-reality universe”; a perpetual and persistent multiuser environment in which physical reality and digital virtuality are merged. The virtual infrastructure needed to build a metaverse (which is in the process of being created), are: web3 technologies, non-fungible tokens (NFTs), blockchain, smart contracts, and cryptocurrencies. Web3 refers to a new iteration of the actual web2. The actual web2 is dominated by powerful providers like Google, Apple, Amazon, and other corporate tech companies. The vision for web3 is a decentralized, and thus more equitable version of the web. The aim of this paper is, first, to present the Metaverse as a form of reality in which physical reality and digital virtuality combined to provide new experiences to users; second, to discuss the implications for education, specifically for higher education, and how programs will have to be modified so that the skills obtained by graduates match those demanded by the virtual labour market. This paper builds upon a constructivist approach, combining a literature review and research on key publications.

Keywords: Ethics in technology, cross realities, cryptocurrencies, labour market, metaverse, technology in higher education.

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742 Study on the Relations between One's Personality Dimensions and his Personality Judgment about Friend based on Reality Distortion

Authors: Bahareh Babaei, Hadi Bahrami Ehsan, Reza Reza-zadeh, Hossien Kaviani

Abstract:

Judgment is affected by many agents and distortion in this assessment is unpreventable. Personality dimensions are among those factors that interfere with the distortion. In this research, the relations between personality dimensions of subject and his judgment on friends- personality dimensions is investigated. One-hundred friend couples completed both NEO Five Factor Inventory (NEOFFI) and Ahvaz Reality Distortion Inventory (ARDI) to make judgments about themselves and their friends. Observations show that judge-s Agreement and Neuroticism dimensions are impressed by reality distortion. On the other hand, this reality distortion interferes with one-s evaluation of his friend-s Agreement, Neuroticism, and Conscientiousness dimensions. Conscientiousness with suppressive effect on judge-s other dimensions plays the irrelevant role on personality judgment. Therefore, observer-rating tools which are used as a conventional criterion seem to be not valid because of the reality distortion due to judge-s personality dimensions.

Keywords: Personality dimensions, reality distortion, judgmental accuracy.

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741 Virtual Scene based on VRML and Java

Authors: Hui-jun Ren, Da-kun ZHang

Abstract:

VRML( The virtual reality modeling language) is a standard language used to build up 3D virtualized models. The quick development of internet technology and computer manipulation has promoted the commercialization of reality virtualization. VRML, thereof, is expected to be the most effective framework of building up virtual reality. This article has studied plans to build virtualized scenes based on the technology of virtual reality and Java programe, and introduced how to execute real-time data transactions of VRML file and Java programe by applying Script Node, in doing so we have the VRML interactivity being strengthened.

Keywords: VRML, Java, Virtual scene, Script.

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740 Augmented Reality Interaction System in 3D Environment

Authors: Sunhyoung Lee, Askar Akshabayev, Beisenbek Baisakov, Youngjoon Han, Hernsoo Hahn

Abstract:

It is important to give input information without other device in AR system. One solution is using hand for augmented reality application. Many researchers have proposed different solutions for hand interface in augmented reality. Analyze Histogram and connecting factor is can be example for that. Various Direction searching is one of robust way to recognition hand but it takes too much calculating time. And background should be distinguished with skin color. This paper proposes a hand tracking method to control the 3D object in augmented reality using depth device and skin color. Also in this work discussed relationship between several markers, which is based on relationship between camera and marker. One marker used for displaying virtual object and three markers for detecting hand gesture and manipulating the virtual object.

Keywords: Augmented Reality, depth map, hand recognition, kinect, marker, YCbCr color model.

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739 Selection of a Tower Crane Using Augmented Reality in Smart Devices

Authors: Myunghoun Jang, Yongkyu Yi

Abstract:

Appropriate selection of lifting equipments for a high-rise building construction project is one of the important factors to the project’s success. Proper position of a tower crane on a construction site is so important to be determined by an expert or an experienced construction manager who draws working range of a tower crane and moves it over a 2D (dimensional) site layout plan. But it is not usual to use 3D CAD, BIM or virtual reality for temporary facility planning or selection of a tower crane. This study proposes a method to use augmented reality to select proper position of tower cranes. An augmented reality prototype is implemented on a smart device to verify the practicability of the proposed method.

Keywords: Augmented Reality, Construction Planning, Site Layout, Temporary Facility Management, Tower Crane

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738 Increase Success by Decreasing Admission for Maths– Fairytale or Reality?

Authors: L.A du Plessis

Abstract:

South Africa is facing a crisis with not being able to produce enough graduates in the scarce skills areas to sustain economic growth. The crisis is fuelled by a school system that does not produce enough potential students with Mathematics, Accounting and Science. Since the introduction of the new school curriculum in 2008, there is no longer an option to take pure maths on a standard grade level. Instead, only two mathematical subjects are offered: pure maths (which is on par with higher grade maths) and mathematical literacy. It is compulsory to take one or the other. As a result, lees student finishes Grade 12 with pure mathematics every year. This national problem needs urgent attention if South Africa is to make any headway in critical skills development as mathematics is a gateway to scarce skills professions. Higher education institutions initiated several initiatives in an attempt to address the above, including preparatory courses, bridging programmes and extended curricula with foundation provisions. In view of the above, and government policy directives to broaden access in the scarce skills areas to increase student throughput, foundation provision was introduced for Commerce and Information Technology programmes at the Vaal Triangle Campus (VTC) of North-West University (NWU) in 2010. Students enrolling for extended programmes do not comply with the minimum prerequisites for the normal programmes. The question then arises as to whether these programmes have the intended impact? This paper reports the results of a two year longitudinal study, tracking the first year academic achievement of the two cohorts of enrolments since 2010. The results provide valuable insight into the structuring of an extended programme and its potential impact.

Keywords: Access, extended programmes, foundation provision, mathematics.

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737 Fault Detection and Isolation in Attitude Control Subsystem of Spacecraft Formation Flying Using Extended Kalman Filters

Authors: S. Ghasemi, K. Khorasani

Abstract:

In this paper, the problem of fault detection and isolation in the attitude control subsystem of spacecraft formation flying is considered. In order to design the fault detection method, an extended Kalman filter is utilized which is a nonlinear stochastic state estimation method. Three fault detection architectures, namely, centralized, decentralized, and semi-decentralized are designed based on the extended Kalman filters. Moreover, the residual generation and threshold selection techniques are proposed for these architectures.

Keywords: Formation flight of satellites, extended Kalman filter, fault detection and isolation, actuator fault.

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736 IFDewey: A New Insert-Friendly Labeling Schemafor XML Data

Authors: S. Soltan, A. Zarnani, R. AliMohammadzadeh, M. Rahgozar

Abstract:

XML has become a popular standard for information exchange via web. Each XML document can be presented as a rooted, ordered, labeled tree. The Node label shows the exact position of a node in the original document. Region and Dewey encoding are two famous methods of labeling trees. In this paper, we propose a new insert friendly labeling method named IFDewey based on recently proposed scheme, called Extended Dewey. In Extended Dewey many labels must be modified when a new node is inserted into the XML tree. Our method eliminates this problem by reserving even numbers for future insertion. Numbers generated by Extended Dewey may be even or odd. IFDewey modifies Extended Dewey so that only odd numbers are generated and even numbers can then be used for a much easier insertion of nodes.

Keywords: XML, tree labeling, query processing.

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735 Classification of the Latin Alphabet as Pattern on ARToolkit Markers for Augmented Reality Applications

Authors: Mohamed Badeche, Mohamed Benmohammed

Abstract:

augmented reality is a technique used to insert virtual objects in real scenes. One of the most used libraries in the area is the ARToolkit library. It is based on the recognition of the markers that are in the form of squares with a pattern inside. This pattern which is mostly textual is source of confusing. In this paper, we present the results of a classification of Latin characters as a pattern on the ARToolkit markers to know the most distinguishable among them.

Keywords: ARToolkit library, augmented reality, K-means, patterns

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734 Calibration Method for an Augmented Reality System

Authors: S. Malek, N. Zenati-Henda, M. Belhocine, S. Benbelkacem

Abstract:

In geometrical camera calibration, the objective is to determine a set of camera parameters that describe the mapping between 3D references coordinates and 2D image coordinates. In this paper, a technique of calibration and tracking based on both a least squares method is presented and a correlation technique developed as part of an augmented reality system. This approach is fast and it can be used for a real time system

Keywords: Camera calibration, pinhole model, least squares method, augmented reality, strong calibration.

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733 Building Virtual Reality Environments for Distance Education on the Web: A Case Study in Medical Education

Authors: Kosmas Dimitropoulos, Athanasios Manitsaris, Ioannis Mavridis

Abstract:

The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.

Keywords: Distance education, medicine, virtual reality, web.

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732 Extended Arithmetic Precision in Meshfree Calculations

Authors: Edward J. Kansa, Pavel Holoborodko

Abstract:

Continuously differentiable radial basis functions (RBFs) are meshfree, converge faster as the dimensionality increases, and is theoretically spectrally convergent. When implemented on current single and double precision computers, such RBFs can suffer from ill-conditioning because the systems of equations needed to be solved to find the expansion coefficients are full. However, the Advanpix extended precision software package allows computer mathematics to resemble asymptotically ideal Platonic mathematics. Additionally, full systems with extended precision execute faster graphical processors units and field-programmable gate arrays because no branching is needed. Sparse equation systems are fast for iterative solvers in a very limited number of cases.

Keywords: Meshless spectrally convergent, partial differential equations, extended arithmetic precision, no branching.

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731 Development of Extended Trapezoidal Method for Numerical Solution of Volterra Integro-Differential Equations

Authors: Fuziyah Ishak, Siti Norazura Ahmad

Abstract:

Volterra integro-differential equations appear in many models for real life phenomena. Since analytical solutions for this type of differential equations are hard and at times impossible to attain, engineers and scientists resort to numerical solutions that can be made as accurately as possible. Conventionally, numerical methods for ordinary differential equations are adapted to solve Volterra integro-differential equations. In this paper, numerical solution for solving Volterra integro-differential equation using extended trapezoidal method is described. Formulae for the integral and differential parts of the equation are presented. Numerical results show that the extended method is suitable for solving first order Volterra integro-differential equations.

Keywords: Accuracy, extended trapezoidal method, numerical solution, Volterra integro-differential equations.

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730 Development Framework Based on Mobile Augmented Reality for Pre-Literacy Kit

Authors: Nazatul Aini Abd Majid, Faridah Yunus, Haslina Arshad, Mohammad Farhan Mohammad Johari

Abstract:

Mobile technology, augmented reality, and game-based learning are some of the key learning technologies that can be fully optimized to promote pre-literacy skills. The problem is how to design an effective pre-literacy kit that utilizes some of the learning technologies. This paper presents a framework based on mobile augmented reality for the development of pre-literacy kit. This pre-literacy kit incorporates three main components which are contents, design, and tools. A prototype of a mobile app based on the three main components was developed for promoting pre-literacy. The results show that the children and teachers gave positive feedbacks after using the mobile app for the pre-literacy.

Keywords: Framework, mobile technology, augmented reality, pre-literacy skills.

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729 Persian Printed Numerals Classification Using Extended Moment Invariants

Authors: Hamid Reza Boveiri

Abstract:

Classification of Persian printed numeral characters has been considered and a proposed system has been introduced. In representation stage, for the first time in Persian optical character recognition, extended moment invariants has been utilized as characters image descriptor. In classification stage, four different classifiers namely minimum mean distance, nearest neighbor rule, multi layer perceptron, and fuzzy min-max neural network has been used, which first and second are traditional nonparametric statistical classifier. Third is a well-known neural network and forth is a kind of fuzzy neural network that is based on utilizing hyperbox fuzzy sets. Set of different experiments has been done and variety of results has been presented. The results showed that extended moment invariants are qualified as features to classify Persian printed numeral characters.

Keywords: Extended moment invariants, optical characterrecognition, Persian numerals classification.

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728 Development of a Catalogs System for Augmented Reality Applications

Authors: J. Ierache, N. A. Mangiarua, S. A. Bevacqua, N. N. Verdicchio, M. E. Becerra, D. R. Sanz, M. E. Sena, F. M. Ortiz, N. D. Duarte, S. Igarza

Abstract:

Augmented Reality is a technology that involves the overlay of virtual content, which is context or environment sensitive, on images of the physical world in real time. This paper presents the development of a catalog system that facilitates and allows the creation, publishing, management and exploitation of augmented multimedia contents and Augmented Reality applications, creating an own space for anyone that wants to provide information to real objects in order to edit and share it then online with others. These spaces would be built for different domains without the initial need of expert users. Its operation focuses on the context of Web 2.0 or Social Web, with its various applications, developing contents to enrich the real context in which human beings act permitting the evolution of catalog’s contents in an emerging way.

Keywords: Augmented Reality, Catalog System, Computer Graphics, Mobile Application.

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727 Modeling the Uncertainty of the Remanufacturing Process for Consideration of Extended Producer Responsibility (EPR)

Authors: Michael R. Johnson, Ian P. McCarthy

Abstract:

There is a growing body of evidence to support the proposition of product take back for remanufacturing particularly within the context of Extended Producer Responsibility (EPR). Remanufacturing however presents challenges unlike that of traditional manufacturing environments due to its high levels of uncertainty which may further distract organizations from considering its potential benefits. This paper presents a novel modeling approach for evaluating the uncertainty of part failures within the remanufacturing process and its impact on economic and environmental performance measures. This paper presents both the theoretical modeling approach and an example of its use in application.

Keywords: Remanufacturing, Demanufacturing, Extended Producer Responsibility, Sustainability, Uncertainty.

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726 Development of a Low Cost Haptic Knob

Authors: Tan Ping Hua, Yeong Che Fai, Ricky Yap, Eileen Su Lee Ming

Abstract:

Haptics has been used extensively in many applications especially in human machine interaction and virtual reality systems. Haptic technology allows user to perceive virtual reality as in real world. However, commercially available haptic devices are expensive and may not be suitable for educational purpose. This paper describes the design and development of a low cost haptic knob, with only one degree of freedom, for use in rehabilitation or training hand pronation and supination. End-effectors can be changed to suit different applications or variation in hand sizes and hand orientation.

Keywords: haptic, microcontroller, real time, virtual reality, rehabilitation

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725 Extended Minimal Controller Synthesis for Voltage-Fed Induction Motor Based on the Hyperstability Theory

Authors: A. Ramdane, F.Naceri, S. Ramdane

Abstract:

in this work, we present a new strategy of direct adaptive control denoted: Extended minimal controller synthesis (EMCS). This algorithm is designed for an induction motor, which includes both electrical and mechanical dynamics under the assumptions of linear magnetic circuits. The main motivation of the EMCS control is to enhance the robustness of the MRAC algorithms, i.e. the rejection of bounded effects of rapidly varying external disturbances.

Keywords: Adaptive Control, Simple model reference adaptive control (SMRAC), Extended Minimal Controller synthesis (EMCS), Induction Motor (IM)

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724 Investigating the Impact of Augmented and Virtual Reality on Learning in a Multivariable Calculus Classroom

Authors: Burcu Karabina, Lynn Long, Amanda Garcia

Abstract:

Augmented reality (AR) and virtual reality (VR) applications were offered as supplemental learning experiences to a second-year multivariable calculus class. A framework of research-informed best practices was used to guide selection and application of AR and VR learning technologies. Student feedback indicated that both AR and VR enhanced learning, both would be of value to future students, and learning may be most enhanced when AR and VR are used as complementary learning tools. The simpler technology, AR, was generally preferred, but for specific topics, students felt that the more immersive VR learning experience was especially beneficial. Immersion in the virtual learning environment minimized distractions, allowed students to feel more connected to their learning, and enhanced their ability to visualize and interact with 3D objects. Resolution of identified accessibility concerns could improve students’ overall experience with VR. Future research will explore ways to optimize the complementary effects of the two technologies. Application of research-informed framework of best practices was modelled throughout the study. Results and key resources informed revision and refinement of the framework.

Keywords: Accessibility, augmented reality, best practices, pedagogy, virtual reality.

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