ESA-EdcAR Augmented Reality system with MS Hololens for space station maintenance
Kaj Helin, Jaakko Karjalainen; VTT Technical Research Centre of Finland Ltd, Finland
Bolierakis Spyros, Frangakis Nikos; Institute of Communications and Computer Systems, Greece
This demo paper introduces results from project ESA-EdcAR (Engineering data in cross platform AR). The project outcome is a versatile solution for augmented reality visualizations in various space applications, providing high precision tracking in large spaces, support for multi format space engineering data, domain agnostic architectures, and support for cross operation system platforms. This paper describes the two versions of the EdcAR system. The first version is based on AR-glasses, mobile phones, and tablets. The second version was designed for the Microsoft Hololens Mixed reality platform. The upgrade was possible as the EdcAR system is designed and implemented based on a modular architecture. Moreover, the content creation and visualization are based on the main principles of the IEEE Draft Standard for an Augmented Reality Learning Experience Mode (ARLEM). The objective of this activity is to verify if Augmented Reality and Virtual Reality can be eligible technologies and productive tools in the aerospace industry. With this aim, an Augmented Reality Visualisation solution, EdcAR is designed, implemented and evaluated with a maintenance use cases of the ISS.
3D FLOW SKETCHER: Use of Augmented and Virtual Reality technologies to enhance comprehension and communication concerning complex mechanical products in the manufacturing industry
Benjamin POUSSARD, Thibaut GUITTER, Simon RICHIR; Arts et Métiers ParisTech, LAMPA, Angers
In the manufacturing industry, most of designed products are technically complex (assembly of many components, several flows circulating within parts…). It becomes more and more difficult to easily explain to a customer or a colleague how a product/a new concept actually works. Consequently, we present 3D Flow Sketcher, a solution allowing to enhance comprehension and communication concerning complex industrial products, thanks to the technologies of Augmented Reality (AR) and Virtual Reality (VR) merged together.
The Scan4Reco Virtual Museum
Christina Tsita, Anastasios Drosou, Anastasia Karageorgopoulou, Dimitrios Tzovaras,
Information Technologies Institute - Centre for Research and Technology Hellas, Greece
According to the formal definition of a Virtual Museum the latter is usually, but not exclusively, perceived as a digital entity that draws on the characteristics of a museum, in order to complement, enhance, or augment the museum experience through personalization, interactivity and richness of content.
A wide variety of scopes, context of use and core technologies have been addressed by the Virtual Museums developed up to day. For instance, they may serve the preservation, dissemination, research, exhibition of digitalized cultural heritage in an engaging way for a wide range of visitors around the world, with the intention to increase the interest for physical real-world museums and/or cultural heritage itself. Moreover, VMs may use virtual reality (VR), augmented reality (AR) and web technologies to represent a simple or more complex dynamic 3D environment where an administrator have the opportunity to manage the virtual exhibition by manipulating objects.
The current contribution presents the Virtual Museum (VM) developed within the framework of the EC-funded project Scan4Reco (665091). The design of the VM was based on modern architectural trends and the principles for immersive and engaging experience, through the use of the state of the art technologies, serving thus, the scope of facilitating the access and communication of cultural heritage assets, in a way that would be difficult or impossible to be accomplished with real-world museums.
Virtual Museum for the Antikythera Mechanism
Eleftherios Anastasovitis, Manos Roumeliotis
Computer and Network Systems Technologies Laboratories
Department of Applied Informatics, University of Macedonia, Greece
The Antikythera Mechanism (AM) is a unique Greek and the oldest surviving geared device, constructed around the end of the 2nd Century BC. From the ongoing research, it is known that it was a luni-solar calendar, calculating and displaying celestial information, particularly cycles such as the phases of the moon and lunar and solar eclipses. It is certainly one of the earliest intricate scientific instruments known.
The Antikythera Mechanism was found by chance close to the small island of Antikythera [hence the name] in April 1900 by sponge divers, who were stranded there due to bad weather. This singular artifact is now identified as an astronomical or calendrical calculating device involving a very sophisticated arrangement of more than thirty gear-wheels. The AM is exhibited in the National Archaeological Museum of Athens. However, its high level of corrosion, prevents researchers from studying the physical artifact in detail. So far, radiographies and Computer Tomographies (CT) are the only types of data that can contribute to future studies.
DigiArt: Exploring the Scladina cave
Eleftherios Anastasovitis, Dimitrios Ververidis, Spiros Nikolopoulos, Ioannis Kompatsiaris; Centre for Research and Technology Hellas
Gregory Abrams, Kevin di Modica, Dominique Bonjean; Belgium Scladina Cave Archaeological Center
Isabelle De Groote, Frederic Bezombes; Liverpool John Moores University
Christoph Strecha; Pix4d Photogrammetry Company
DigiArt is an interdisciplinary research project with focus on developing new methods and tools for automated 3D modeling and analysis of physical cultural resources and assets such as Cultural Heritage (CH) and archaeological sites, monuments, sculptures, beyond simple digital reconstruction. In this demonstration, the case of Scladina cave is being presented. More specifically, the design and development of a Serious Game (SG) that gamifies a cave of palaeolithic era, is the subject of our contribution, using Virtual Reality (VR) technologies.
H2020 WEKIT – ALTEC case: using MS Hololens to support and facilitate astronaut training activities
Vizzi Carlo; ALTEC S.p.A, Italy
Helin Kaj Karjalainen Jaakko; VTT Technical Research Centre of Finland Ltd, Finland
This demo paper introduces the WEKIT prototype. WEKIT - Wearable Experience for Knowledge Intensive Training - is an ambitious European research and innovation project under Horizon 2020 whose purpose is to develop and test within three years an open technology platform for Augmented Reality (AR) experience based on open standards and licenses. Furthermore, it will try to identify, acquire and exploit skills valued by Industry and accordingly develop and evaluate a conceptual framework for capturing workplace experience. WEKIT exploits Augmented training in situ with live expert guidance capturing tacit learning experience with Wearable Technology (WT) and re-enactment of the expert with Augmented Reality (AR). The project is supported by three Industrial Cases: (1) Aircraft maintenance; (2) Healthcare; (3) Space. The demo will be based on the space case and the prototype will allow the user to perform an astronaut procedure as tested during the trial phase in ALTEC (Turin, Italy).
Virtual Reality for Medical Anatomy Education and Training: a comparative test of teaching with corpses, plastic models and VR
Chung Van Le (MSc.) Duc Minh Nguyen (MSc.) Jolanda G. Tromp (PhD.); Center for Visualization & Simulation, Duy Tan University, Da Nang, Vietnam
We created a detailed realistic 3D VR application of the human body including the skeletal, muscular, nervous, digestive, and cardiovascular systems, with more than 3392 parts. It is fully interactive, in that all parts can be removed and annotated by the user, and all the parts are labeled in 3 languages (Medical Latin, Vietnamese, and English). It has two basic components: a 3D interactive user experience of a virtual biopsy model that allows users to perform surgical operations through virtual anatomical instruments; and a 2D user interface, providing access to the same model, with instructional information about all anatomical parts in terms of the common name of the part, the scientific name, and the description of the part.
Fire! – Demonstration of VR-benefits in a prototypical training- application
Boris Kantzow, Christian Baron, Jonathan Natzel; Weltenmacher GmbH, Germany
„Fire!“ is a prototypical Virtual Reality (VR) application demonstrating the possibilities and advantages gained by using VR as a medium to educate and train human behaviours in an industrial and (/or) dangerous situation. As Bailenson mentions that the reception of information in VR is 33% more effective than through classic video . As a result, the costs arising from training staff in an industrial company can be reduced by about 60% . A showcase of the German Start-Up Weltenmacher GmbH applies those research to real world scenarios, demonstrating multiple ways to use the advances given by Virtual Reality to enhance learning success.