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Article
Publication date: 5 June 2017

Xin-juan Zhu, Xue Wu, Xin Shi and Bu-gao Xu

The Web 3D virtual display technology for personalized clothing based on Unity3D is studied in this paper. The framework of the technology is described. The development steps…

Abstract

Purpose

The Web 3D virtual display technology for personalized clothing based on Unity3D is studied in this paper. The framework of the technology is described. The development steps including personalized clothing design and modeling, interaction and virtual display technology based on Unity3D are given out. The purpose of this paper is to provide a feasible technical route and support for the virtual display for the customized products.

Design/methodology/approach

The paper opted for an exploratory study using the open-ended approach of grounded theory, including the Web 3D virtual display technology for personalized clothing based on Unity3D.

Findings

A feasible technical route for the virtual display of the customized products is provides in this paper.

Originality/value

This paper fulfills a software and has practical use.

Details

International Journal of Clothing Science and Technology, vol. 29 no. 3
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 2 July 2020

Yu Luo, Zewei Fang, Juzhi Guo, Hao Lu and Juan Li

This paper aims to improve the scene sense of a virtual scene, the welding model of a virtual reality system of riser automatic equipment was constructed using Unity3D and UG…

Abstract

Purpose

This paper aims to improve the scene sense of a virtual scene, the welding model of a virtual reality system of riser automatic equipment was constructed using Unity3D and UG software, which mainly included a welding car, welding guide rail, welding power supply, virtual camera and other equipment and the model was rendered.

Design/methodology/approach

The human-computer interaction page and simulation test of the system was produced using the user interface GUI system for creating a human-computer interaction scene. The operator could capture the welding status of the physical equipment accurately and in real-time so the virtual reality technology was very suitable for the remote monitoring operation integrated with the welding system.

Findings

Human-computer interaction design and collision detection were realized. In addition, the system simulation experiment was accomplished. With the continuous improvement and development of virtual reality technology real-time virtual simulation and monitoring, technology will become the main development trend.

Research limitations/implications

Based on virtual reality, the monitoring system can capture the operation status of physical welding equipment in real-time and accurately, which is very suitable for remote monitoring operation integrated with the welding system and also conducive to improving the monitoring level of the welding process.

Practical implications

This technology is time-saving and money-saving, for the operators do not have to be in a real welding environment and therefore they can get away from dangerous places. Consequently, it can avoid unnecessary injuries and problems.

Social implications

This technology can replace people to enter the dangerous and extreme environment to carry out welding operation, so it becomes the most effective means of nuclear power plant maintenance, space structure construction and marine engineering construction. In addition, it is time-saving and money-saving.

Originality/value

With the rapid development of virtual reality technology in recent years, it is a new research direction to apply virtual reality technology to the remote welding operation. This technology is different from the traditional way of welding for the operators can stay away from the welding scene especially some dangerous places.

Details

Industrial Robot: the international journal of robotics research and application, vol. 48 no. 1
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 27 March 2020

Yongcai Hu, Wei Sun, Xigang Liu, Quan Gan and Jie Shi

The purpose of this study is to enhance audience experience in museum by using three-dimensional (3D) virtual simulation technology.

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Abstract

Purpose

The purpose of this study is to enhance audience experience in museum by using three-dimensional (3D) virtual simulation technology.

Design/methodology/approach

In this study, a large space museum building tourism demonstration system based on 3D virtual simulation technology was proposed. Starting from the concept of virtual reality (VR), the characteristics of VR and the classification of VR systems were introduced, and the research status of VR technology at home and abroad and the application of 3D virtual simulation were discussed. Then the key technologies of 3D modeling, 3D scene optimization and 3D simulation driving of 3D virtual simulation were expounded, and the characteristics and application scope of different technical methods were analyzed. Finally, an example of the Hongzhou Kiln 3D network museum was listed.

Findings

The research results showed that 3D virtual simulation has a wide range of applications in the field of VR. Different elements need to be considered for different types of applications, and different contents need to be integrated to achieve the corresponding interaction modes.

Originality/value

Virtual image; multimedia; large space museum; tourism demonstration system; 3D virtual simulation technology.

Article
Publication date: 14 June 2013

Wai Lun Khoo, Joey Knapp, Franklin Palmer, Tony Ro and Zhigang Zhu

The purpose of this paper is to demonstrate how commercially‐off‐the‐shelf sensors and stimulators, such as infrared rangers and vibrators, can be retrofitted as a useful…

Abstract

Purpose

The purpose of this paper is to demonstrate how commercially‐off‐the‐shelf sensors and stimulators, such as infrared rangers and vibrators, can be retrofitted as a useful assistive technology in real and virtual environments.

Design/methodology/approach

The paper describes how a wearable range‐vibrotactile device is designed and tested in the real‐world setting, as well as thorough evaluations in a virtual environment for complicated navigation tasks and neuroscience studies.

Findings

In the real‐world setting, a person with normal vision who has to navigate their way around a room with their eyes closed will quickly rely on their arms and hands to explore the room. The authors’ device allows a person to “feel” their environment without touching it. Due to inherent difficulties in testing human subjects when navigating a real environment, a virtual environment affords us an opportunity to scientifically and extensively test the prototype before deploying the device in the real‐world.

Research limitations/implications

This project serves as a starting‐point for further research in benchmarking assistive technology for the visually impaired and to eventually develop a man‐machine sensorimotor model that will improve current state‐of‐the‐art technology, as well as a better understanding of neural coding in the human brain.

Social implications

Based on 2012 World Health Organization, there are 39 million blind people. This project will have a direct impact on this community.

Originality/value

The paper demonstrates a low cost design of assistive technology that has been tested and evaluated in real and virtual environments, as well as integration of sensor designs and neuroscience.

Details

Journal of Assistive Technologies, vol. 7 no. 2
Type: Research Article
ISSN: 1754-9450

Keywords

Article
Publication date: 22 November 2023

Weiwen Mu, Wenbai Chen, Huaidong Zhou, Naijun Liu, Haobin Shi and Jingchen Li

This paper aim to solve the problem of low assembly success rate for 3c assembly lines designed based on classical control algorithms due to inevitable random disturbances and…

Abstract

Purpose

This paper aim to solve the problem of low assembly success rate for 3c assembly lines designed based on classical control algorithms due to inevitable random disturbances and other factors,by incorporating intelligent algorithms into the assembly line, the assembly process can be extended to uncertain assembly scenarios.

Design/methodology/approach

This work proposes a reinforcement learning framework based on digital twins. First, the authors used Unity3D to build a simulation environment that matches the real scene and achieved data synchronization between the real environment and the simulation environment through the robot operating system. Then, the authors trained the reinforcement learning model in the simulation environment. Finally, by creating a digital twin environment, the authors transferred the skill learned from the simulation to the real environment and achieved stable algorithm deployment in real-world scenarios.

Findings

In this work, the authors have completed the transfer of skill-learning algorithms from virtual to real environments by establishing a digital twin environment. On the one hand, the experiment proves the progressiveness of the algorithm and the feasibility of the application of digital twins in reinforcement learning transfer. On the other hand, the experimental results also provide reference for the application of digital twins in 3C assembly scenarios.

Originality/value

In this work, the authors designed a new encoder structure in the simulation environment to encode image information, which improved the model’s perception of the environment. At the same time, the authors used the fixed strategy combined with the reinforcement learning strategy to learn skills, which improved the rate of convergence and stability of skills learning. Finally, the authors transferred the learned skills to the physical platform through digital twin technology and realized the safe operation of the flexible printed circuit assembly task.

Details

Industrial Robot: the international journal of robotics research and application, vol. 51 no. 1
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 16 August 2019

Yurgos Politis, Louis Olivia and Thomas Olivia

People with cognitive disabilities have a right to an inclusive society, and to have access to services and products that meet their specific needs. Participatory design (PD…

Abstract

Purpose

People with cognitive disabilities have a right to an inclusive society, and to have access to services and products that meet their specific needs. Participatory design (PD) represents a potentially effective way to ensure these rights, because users become influencers of the technological development and design process, are actively involved in the customization of that technology and develop a relationship with the designers/developers. Literature suggests that user involvement in technology development produces better products and has shown that this process offers users a voice and the process is also conducive to mutual learning between researchers and participants. This paper aims to discuss these issues.

Design/methodology/approach

Here the authors will present the development of a virtual world (VW) platform, having as a starting point a minimally viable initial version. This was followed by the creation of a networking framework to test each feature of the VW, which allowed connected users, most of whom on the autistic spectrum, to interact with each other in real time in the VW, and to see each other’s effects. Stress testing sessions were initiated with a mixed group of 15 users, 8 of whom with autism (7 male and 1 female). Ten of the participants were male and five were female (Figure 1).

Findings

Even though the platform is feature-complete, its code is still in development; features can be improved/expanded upon, which necessitates further testing. The most commonly flagged issues from the stress testing were requests for videos/text manuals, the camera controls and chat message errors. These were implemented/fixed or added to the feature roadmap. “Heavy avatar customization” was also suggested, which has conceptual merit, but is not a priority.

Practical implications

PD is an inclusive approach that addresses personal needs and preferences, matching up the person with the tools and environments to ensure equity and inclusion. The VW whose development is described in this paper has been used for communication skills training with autistic young adults. It could be used for other social, life, academic and vocational skills training. This type of training through VR/VW may help enhance the employment-related skills of neurodiverse populations (and thus empower independent living) and has the potential for broader implementation and wider access in terms of distance learning.

Originality/value

This paper adds to the rather limited literature on applying PD approaches in the development of products for people with neurodevelopmental disabilities. The authors will present such a process for the development of a VW with people with autism. Although literature suggests that user involvement produces better outcomes, adopting this approach is not straightforward. The paper will describe in detail not only the contribution the participants made in every phase but also the limitations of applying a PD approach with a neurodiverse population, in order for them to be equal partners in the process and be involved in a meaningful way.

Details

Advances in Autism, vol. 5 no. 4
Type: Research Article
ISSN: 2056-3868

Keywords

Article
Publication date: 3 October 2016

Christoph Merschbrock, Ann Karina Lassen, Tor Tollnes and Bjørn Erik Munkvold

This paper aims to enquire into how building information modelling (BIM) and gaming can be integrated to support professionals in their learning about the spatial layout of a new…

Abstract

Purpose

This paper aims to enquire into how building information modelling (BIM) and gaming can be integrated to support professionals in their learning about the spatial layout of a new building. This knowledge is important to prepare building operation and facilities management (FM).

Design/methodology/approach

Ingrained in task–technology fit theory, this paper reports from a case study of a serious game staged in the graphical environment of a building information model. A series of interviews with the client, subject-matter experts and software developers involved in developing the game were conducted. The industrial setting for the study is a major hospital construction project in Norway. The project has been awarded BuildingSMART’s 2015 award for “outstanding open BIM practice”, making it Norway’s role model for BIM practice.

Findings

Importing and exporting geometry from BIM into a game engine remain challenging. The transfer of data between the two requires workarounds using intermediary software. Apart from issues related to technical interoperability, several sociotechnical challenges influential for the integration of BIM and gaming have been identified, related to: the collaboration among construction, operational and gaming experts; clear communication of information needs; and better contractual agreements.

Research limitations/implications

BIM’s geometric and semantic data enabled the creation of a sophisticated game for preparing building operation. Test-users perceived the game to be superior to classroom teaching for learning about the spatial layout of the building. However, quantifying the business value of the game for operation after occupancy of the new facilities was beyond the scope of this study.

Originality/value

The work presented exemplifies a novel application area of BIM and gaming technology in FM. The findings presented in this article are relevant for professionals and scholars seeking to expand the utility of BIM for starting up the operation of new facilities.

Article
Publication date: 6 April 2017

Minh Nguyen, Mohammed Melaisi, Brent Cowan, Alvaro Joffre Uribe Quevedo and Bill Kapralos

The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development (surgical…

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Abstract

Purpose

The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development (surgical bone-based drilling in particular) with serious games and virtual simulations as an affordable training solution with the potential of complementing current and traditional training methods.

Design/methodology/approach

The authors present the adaptation of two low-end haptic devices (Novint Falcon and Geomagic 3D Touch) to simulate a surgical drill drilling through bone for a serious game developed for total knee arthroplasty training. The implementation was possible through the analysis of the bone drilling mechanics. The authors provide a quantitative comparison of both haptic devices with respect to forces, movements, and development.

Findings

Although further testing is required, the initial results demonstrate that the low-end, consumer-level haptic devices can be incorporated into virtual environments/serious games to allow for the simulation of surgical drilling. The authors also believe that the results will generalize and allow these devices to be used to simulate a variety of technical-based medical procedures.

Originality/value

In contrast to previous work where the focus is placed on cost-prohibitive haptic devices, this approach considers affordable consumer-level solutions that can be easily incorporated into a variety of serious games and virtual simulations. This holds promise that haptic-based virtual simulation and serious games become more widespread, ultimately ensuring that medical trainees are better prepared before exposure to live patients.

Details

World Journal of Science, Technology and Sustainable Development, vol. 14 no. 2/3
Type: Research Article
ISSN: 2042-5945

Keywords

Article
Publication date: 2 September 2019

Pauline Joseph, Aaron Justin Kent, Peter Damian Green, Matthew Robinson and Amanda Bellenger

The purpose of this paper is to develop data visualisation proof of concept prototypes that will enable the Curtin University Library team to explore its users’…

Abstract

Purpose

The purpose of this paper is to develop data visualisation proof of concept prototypes that will enable the Curtin University Library team to explore its users’ information-seeking behaviour and collection use online by analysing the library’s EZproxy logs.

Design/methodology/approach

Curtin Library’s EZproxy log file data from 2013 to 2017 is used to develop the data visualisation prototypes using Unity3D software.

Findings

Two visualisation prototypes from the EZproxy data set are developed. The first, “Global Visualisation of Curtin Research Activity”, uses a geographical map of the world as a platform to show where each research request comes from, the time each is made and the file size of the request. The second prototype, “Database Usage Visualisation”, shows the use of the library’s various subscription databases by staff and students daily, over a month in April 2017.

Research limitations/implications

The paper has following limitations: working to a tight timeline of ten weeks; time taken to cleanse noise data; and requirements for storing and hosting the voluminous data sets.

Practical implications

The prototypes provide visual evidence of the use of Curtin Library’s digital resources at any time and from anywhere by its users, demonstrating the demand for the library’s online service offerings. These prototype evidence-based data visualisations empower the library to communicate in a compelling and interesting way how its services and subscriptions support Curtin University’s missions.

Originality/value

The paper provides innovative approaches to create immersive 3D data visualisation prototypes to make sense of complex EZproxy data sets.

Book part
Publication date: 9 January 2014

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more…

Abstract

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.

Details

Digital Humanities: Current Perspective, Practices, and Research
Type: Book
ISBN: 978-1-78190-689-7

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