Tuesday, December 12th, 2017
14:00-15:00 : Industrial / Applied Session 1 - Interaction
Chair : Lionel Dominjon
- VR Road and Construction Site Safety Modeling Based on Hand Gestures (short) – Stéphane Côté, Olivier Beaulieu
Road construction is a long and expensive process that requires careful preparation. It must consider many factors, including terrain topography, input from local communities, environmental impact, etc., that all have a potential impact on construction cost. In the design process, it is common practice to evaluate and compare various high-level road design “alternatives”. The process takes time and may delay the project. We hypothesized this could be simplified. Very high level conceptual road planning can be done with very basic tools, like hand shovels and model trucks used by kids playing in sandboxes. We thought we could let engineers design road as if they were playing in a sandbox. In this experiment, we proposed 2 VR design tools: one for roads, the other for worksite safety. The tools show the physical environment in the form of a photo realistic reality mesh, and let users add elements to the environment. To make the tool easy to use, we developed a hand gesture recognition feature that lets the user add and manipulate elements using his own hands. Our main contribution is an immersive, natural and easy to use system for road and worksite safety design.
- Embodied Engineering – The use of embodiment theories in Production Planning with VR (short) – Krzysztof Izdebski, Thomas Schüler
Virtual Reality provides a unique opportunity to improve modern production planning processes. Using the first-person perspective and users body as the source of realistic constrains, any user can experience the design challenges at a given workstation. By grounding VR User Experience design in embodiment theories, we propose a new paradigm of human-in-the-loop for production planning. We call it Embodied Engineering (EE). In its core, it means solving design decisions from the craftsman perspective. EE applications provide informative and easy to learn interaction patterns for users that are highly skilled with industrial manufacturing and assembly processes. Through the EE paradigm, we empower those with vast experience in working at shop floor to participate in planning processes alongside engineers. Thus EE connects the physical world of handwork with today’s mainly paper-centered world of engineers. With this paper, we highlight how EE influences design decisions for well-known VR User Experience issues.
- HGlove: A wearable force-feedback device for the hand – Jerome Perret, Quentin Parent, Bernard Giudicelli
We present the HGlove, a new high-performance haptic glove dedicated to professional applications such as product ergonomics and human factors in the automotive and aerospace industry (fig. 1). The design of this device has been made after the results of the French ANR project MANDARIN.
17:00-18:00 : Industrial / Applied Session 2 - 3D Audio Workshop
Chair : Mirabelle D'Cruz
- 3D Tune-In: 3D Audio and VR
The EU-funded 3D Tune-In project (http://www.3d-tune-in.eu/) introduces a novel approach using 3D sound, visuals and gamification techniques to support people using hearing aid devices. In order to achieve a high level of realism and immersiveness within the 3D audio simulations (both speaker and headphones-based), a custom open-source C++ library (the 3D Tune-In Toolkit) has been developed, including a 3D audio renderer and Hearing Loss and Hearing Aid simulators.
Within this workshop, after a brief tutorial on the fundamentals of binaural 3D audio, the 3D audio renderer of the 3D Tune-In Toolkit will be presented, described and demonstrated, including an overview of the C++ code and a wrapper for Unity. This will be followed by an open discussion about 3D audio and Virtual Reality. Attendees will be encouraged to try the 3D Tune-In test application which demonstrates its features or install it on their laptops (freely available from http://www.3d-tune-in.eu/toolkit-developers).
Wednesday, December 13th, 2017
9:00-10:00 : Industrial / Applied Session 3 - Automotive & Aerospace
Chair : Christoph Runde
- Hololens P.O.C. an Engine Quality Control use case (short) – Frédéric Rabellino
AB Volvo Group was one of the pioneers in the manufacturing industry to use and develop VR/AR technologies for product development. Today, M.S. HoloLens allow us to enter in the field of manufacturing process with the help of Mixed Reality use cases. This paper provides an overview of research and development works done during the last few months focused on the use of M.S. HoloLens to support engine quality control in our assembly lines. Topics like; device improvement Return on Investment, Physic-virtual holograms co-localization, Hardware limitations, fps optimization, marker less automatic positioning, disruptive approach, internal roadmap etc. will be develop in this paper. Based on a totally new disruptive and agile way of co-working, this project tends to raise all the MS HoloLens limitations and build the foundation of new Mixed Reality business cases apply to the automotive industrial manufacturing field.
- Toward Virtual Touch: investigating encounter-type haptics for perceived quality assessment in the automotive industry – Javier Posselt, Lionel Dominjon, Alexandre Bouchet, Andras Kemeny
In a Virtual Reality simulation, haptic devices allow tangible interaction with the virtual environment by providing a physical feedback to the user. Most of the devices usually have to be permanently held by the user and do not allow for touching virtual objects in a natural fashion. Yet, many applications require hand-free interaction. This is particularly the case with simulations that require tactile exploration of the physical properties of virtual objects such as car interior assessments. Encounter-type haptic devices (ETHD) allow such a hand-free interaction, but most of the current systems feature only a restricted workspace and low endpoint stiffness. We present here an early prototype of an ETHD designed to allow a user to touch and feel large and stiff virtual environments such as a car cockpit.
- Virtual Reality in Automotive Manufacturing – Daniela Innocente, Pierfrancesco Panessa
Industry 4.0 is the new paradigm in the industry world, especially in the automotive sector where a strong competitiveness in the market produces the necessity of flexibility and cost reduction of production processes and product quality increase. The new manufacturing concept developed by the Industry 4.0 initiative embraces the digitalization of factory by the adoption of digital models in the production workflows. The application now is focused to design the whole factory by 3d modelling in order to reduce development times of the process lines and avoid expensive revisions in equipment, workflow and layout. In this contest modelling and 3d processing techniques generate a digital model of a complete factory thanks to the Virtual Reality, applied in all its shapes.
- Augmented Reality System for Space Station Maintenance Support - Kaj Helin, Jaakko Karjalainen, Spyros Bolierakis, Nikos Frangakis, Paul Kemppi, Domenico Tedone, David Martinez Oliveira
This paper introduces an Augmented Reality (AR) system for the space industry. As part of the main maintenance use case of the EdcAR project, the objective is to verify if Augmented Reality could be an eligible technology and productive tool in the aerospace industry. With this aim, an Augmented Reality Visualisation solution, EdcAR, is designed, implemented and evaluated with a maintenance use case of the ISS. The use case was the Centralized Cabin Filter Replacement procedure. The EdcAR system was first developed for AR-glasses, mobile phones, and tablets. Subsequent versions were 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, content creation and visualization are based on the main principles of the IEEE Draft Standard for an Augmented Reality Learning Experience Mode (ARLEM). The evaluation of the two EdcAR system versions have been performed in the ISS-Columbus training center located in the ESA’s European Astronaut Centre (EAC) in Cologne, Germany. The test team included an experienced astronaut.
17:30-18:30 : Industrial / Applied Session 4 - Education & Training
- Firefighting Training Simulation – Danielle Sisserman
I developed an interactive fire rescue simulation with using the HTC Vive with the purpose of providing a pre - live fire training solution to better prepare trainees and ideally lower the fatality and injury rates resulted by live fire training.
- Exploitation of Augmented Reality for astronaut training – Carlo Vizzi, Kaj Helin, Jaakko Karjalainen
This industrial paper introduces the work realized within the WEKIT - Wearable Experience for Knowledge Intensive Training – project. WEKIT is a three-year project funded by the European Commission under the H2020 programme. It aims at the creation of an AR-based technological platform and an industry-focused learning methodology, which will allow to share widely its methods and research findings and to develop a repertoire of Europe’s communities in Technology- Enhanced Learning (e.g. content developers, trainers) available to end-users (e.g. in Industries). 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: exploiting AR and WT for inspection, decision making and safety; (2) Healthcare: exploiting AR and WT for improving innovation in technology and responsibility in healthcare applications and medical imaging; (3) Space: exploiting AR and WT for astronauts training and for supporting the assembly, integration and test of payloads and sub-systems. This paper provides an analysis of the space Industrial case.
- LEXYZ - Experimenting Augmented and Virtual Reality Technologies at School: Student at the Center of the Learning Experience – Gaelle Pénelon, Samory Houzangbe, Vincent Baey
Project LEXYZ is the result of a collaboration between EON Reality SAS and the Rectorat de Nantes (France). The first phase of LEXYZ aims at measuring the impact of AR and VR technologies in classes of primary and middle schoolers, notably its potential added-value for knowledge transfer, understanding and retention. Our study presents the results of the one-year experimentation for which 315 students and 9 teachers from 5 schools participated. It consisted in designing and implementing 10 AR/VR mobile applications that were associated to more traditional pedagogical material.