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Virtual Realty & applications

A
Seminar
on
“Virtual Reality and Its Appications”

Presented By
Mr. Chetan R. Fulaware.
[2020900027]
M. Tech. (Machine Design)
VJTI, Mumbai
Guided By
Dr. A. S. Rao

Department of Mechanical Engineering


Veermata Jijabai Technological Institute, Mumbai
2020-2021

07/09/2021 Dept. of Mechanical Engineering VJTI, Mumbai 2


Content
• Introduction
• Literature Review
• Steps in Reverse Engineering
• Case Study 1
• Case Study 2
• Case Study 3
• Conclusion
• References

07/09/2021 Dept. of Mechanical Engineering VJTI, Mumbai 3


Introduction
• Virtual reality (VR) is a simulated experience that can be similar to
or completely different from the real world.

• It involves Modeling of an environment and presenting it to the user


and permitting him to interact with it to the user and permitting him
to interact with it intuitively and effortlessly such that he feels as if he
is in the real environment. In other words, he feels immersed.
Size of the VR/AR marketMarket distribution
Military
Engineering 4%
13%

Healthcare Videogames
15% 33%

Education
2%

Real estate
7%

Retail
5% Live events
Video entertaniment 12%
9%
Component of VR system
• Virtual Environment (VE)
• Computer Environment
• VR technology
• Mode of interaction
Integration
of VR
elements
Application of VR using
Case Studies
Case Study - 1
• Assessing mental workload in virtual reality based EOT crane
operations: A multi-measure approach
• The aim of this study – EOT crane operators’ mental workload
variability based on eye movement metrics

• such as fixation frequency, fixation duration, saccade duration,


saccade amplitude, and fixation/saccade ratio during EOT crane
operations in virtual reality (VR) based EOT crane simulator.
Case Study - 1
• Assessing mental workload in virtual reality based EOT crane
operations: A multi-measure approach

• Eye-movement metrics and subjective workload measures are extensively


used to determine mental workload of participants. The aim of this study was
to assess Electric overhead travelling (EOT) crane operators’ mental workload
variability based on eye movement metrics such as fixation frequency, fixation
duration, saccade duration, saccade amplitude, and fixation/saccade ratio
during EOT crane operations in virtual reality (VR) based EOT crane simulator.
• Fixation frequency positive association between fixation frequency and MWL are
reported in the literature, for example, in visuospatial memory tasks , pilot
mission tasks, hyper-media interaction tasks
• Fixation duration is increased as task demand increases in process control
monitoring tasks, online shopping tasks, driving
• Pupil Diameter pupil diameter is higher during a dynamic reasoning task which
includes planning and high visual attention positively correlated with error rate
during a nuclear power plant simulation which may imitate an increase in MWL
• Shorter blink rate has been observed during a continuous visual inspection task .
Roughly half of the studies that reported blink duration found that blink duration
is negatively linked with MWL such as in simulated nuclear control tasks.
• In aviation industry, similar matrices are saccade velocity, saccade
duration, saccade rate, saccade amplitude
• For example, Saccade rate was also lower during emergency flight
tasks compared with normal flight tasks
• Methods-
1) team identified EOT crane operation as a field of study to assess the
mental processing of the crane operators
2) Developed a virtual environment of the EOT crane operations
3) Recruited EOT crane operators
4) eye tracking experiment was designed to track operators’ eye
movements’ pattern.
5) operators’ performances were measured based on perceived
workload
• Steps to develop the scenario
• Identification of high-risk operations
• Creation of digital twin of EOT crane
• Creation of an advanced simulation of EOT crane operations using VR
technology
• The developed VR prototyping based EOT crane operations is
approved and validated by the executive safety board members of
reputed steel industry of authors’ country
• The EOT crane operations procedures :
• First, the operators have to lift the molten metal carrying ladle
• Second, they shift the same ladle from the steel car to top of slag pot
(see Fig. 1(b)).
• Finally, based on operational demand, the operators, either tilt the
ladle, dump the slags into the slag pot (see Fig. 1(c)),
• and place the ladle on the turret.
Data analysis
• All statistical analyses were done using R studio, version 3.6.2. A
series of univariate tests were performed to check whether the order
of experimental runs had confounded the results. Then, three-way
repeated measure ANOVA with variable interactions on the type of
hazardous scenario (more number of hazards, less number of
hazards); the complexity of activities (highly complex, less complex);
and trial (first, second) for each dependent variable (i.e. fixation
frequency (FF) etc.)
• The effect of hazardous scenario, activity level and trial in EOT crane
operations on eye movements metrics
• More hazards more fixation frequency and duration, ↑ in mental workload
• Result – Postiee correlation betn Fixation frequency and Mental workload
• ↑Hazard - ↑Saccade amplitude ↓ Saccade duration
• Similar findings as above while participants experienced complex
activity
• Trial-level on most of the eye movements metrics is not significant
Case Study 2
• Using a virtual community to enhance nursing student’s
understanding of primary health care
Intro
• to ensure graduates have a sound understanding of primary health
care services and how these contribute to individual and community
health.
• This paper Describes how the introduction of a new curriculum
created an opportunity to re-evaluate past approaches to teaching
Primary health care and led to the creation of Wiimali, a virtual
community.
Background
• Primary health care, as a health care philosophy, is underpinned by the principles of social
justice, empowerment/community participation and equity
• To practice in a way consistent with primary health care, health care staff and their organisations
need to use strategies which are consistent with the principles under- pinning primary health care
and a focus that addresses the social determinants of health
• Primary Health Care in Australia (Adrian, 2009). Inherent in this emphasis is a need to strengthen
primary health care systems and shift the context of service deliv- ery from hospitals into the
community
• To achieve the aims of current reforms, future health care staff will need to be knowledge- able
about primary health care philosophies, appreciate the contribution they make within whole
health systems, be able to work within a primary health care context and be sufficient in supply
to meet demands of new and ongoing primary health care services.
Responding to the challenge
• A philosophy for the programme was developed through an extensive process of consultation
with key stakeholders including students, academic staff and clinical partners
• The curriculum also needed to engage students, motivate them to learn and ensure that they
graduated with a req- uisite standard of professional competence suited to future workforce
contexts, including those in primary health care
• To complement lecture materials and to help bridge student learning across lectures, tutorials
and the field study, a virtual community called Wiimali was created.
• This community provides engaging stimulus materials which are used in tutorials, lectures and
self-directed activities to guide student learning about how the philosophy of primary health care
is actioned in the real world, thus helping them to translate what they learn to what they observe
during their field study
Using Wiimali to facilitate leaning
• Like other virtual communities, Wiimali is founded on experiential and constructivist approaches
to learning
• However, unlike other virtual communities Wiimali encourages students to explore and
understand the commu- nity as a whole by focusing not just on simulated residents and health
professionals but also on the actual community itself; its history, demographic profile, resources,
problems and assets
• Wiimali is an embedded part of the course and learning for students
• Initially students are invited to undertake the virtual tour, a multimedia introduction which
provides a sense of what it is like for the people of Wiimali to live in this community and a
descrip- tion of key aspects of the community; what has happened over time, where people live,
where they work, and how they spend their leisure time
• Students then become familiar with the layout of the town by exploring key sites located within
an interactive map
• The combination of multimedia and community member stories creates a dynamic community
environment in which residents have interconnected lives and real everyday issues which impact
on their health
• key influences in Australian community - local council chambers, migrant and refugee center,
and Aboriginal Medical Service
• each week a local newspaper and radio broadcast are delivered to the community and the
students
• Stories shared through the local radio broadcasts and the Wiimali newspaper add information
about government strategies related to primary health care services for communities and how
other government and nongovernment services implement policies which reduce injury and
improve the health of populations
• Adding to the reality experienced when accessing Wiimali are the community member blogs.
Community members openly share their thoughts about what is happening in their town, even at
times expressing ideas which are not politically correct
• Throughout the course, tutorial preparation activities invite students to return to Wiimali and
explore particular parts or aspects of the community, aspects directly linked to the learning
objectives for each tutorial
Discussion
• Situating learning in this way helps to align the student’s learning experiences with the
complexity of future practice, offering strategies which build towards authentic learning
• Community services or aspects of the community can be explored by students and tutors in a safe
and neutral environment, with each person able to choose to exit the community at any time.
• Having a shared community environment, along with contextualised learning, is reflected as being
important to students in the course
• Within the virtual community it was important to illus- trate and confront students’ learning
about primary health care with poverty, inequities and marginalisation, aspects evident in real
communities and essential to developing self-awareness about disparities in social status and the
need for social change
Conclusion
• further development of nursing roles and opportunities are needed in this sector to support the
required shift in health system orientation to primary health care espoused by the national
reform agenda
• achieve the required quality of health care service, nurses need to be prepared for practice in
the primary health care sector rather than mainly the acute care system at under- graduate,
postgraduate and continuing education levels
• The use of virtual commu- nities which reflect social determinants of health and which are
capable of being shaped to mirror real health services within communities are therefore an
important develop- ment that has the potential to assist education providers to meet this
educational need.

• Funding: Faculty of Health Innovation Grant was used to develop the Wiimali virtual community
Case Study 3
• Operators’ accessibility studies for assembly and maintenance
scenarios using virtual reality
Operators’ accessibility studies for
assembly and maintenance
scenarios using virtual reality

• The development of fusion plants is more


and more challenging.
• These components are designed in parallel,
and we must consider integration, assembly
and maintenance issues, which might have a
huge impact on the overall design
• Virtual reality (VR) provides tools to
optimize such integration.
• Use of VR in feasibility of the assembly
scenario is assessed by the operators
involving in the real assembly work.
Introduction
• The human factor takes an important role, since the operator often has to interact with elements in a very tight
and confined environment
• However, if visual rendering of a complex confined space is nowadays satisfying, haptic rendering remains
difficult
• This is a problem, since, to validate a maintenance task, the operator has to maneuver in a confined
environment, to pay attention to his/her whole body and adopt a correct pos- ture with respect to the
environment
Approach
• The haptic perception combines the kinesthetic and the tactile perceptual information
• The kinesthetic perception - both the relative positions and movements of body parts, and muscular effort
• Tactile perception combines the feel of different types of stimulus on the skin, such as thermal properties,
vibration, pressure, and pain
• Kinesthetic/force feedback is importance in con- structing a spatial mental model of the world.
• For this, they have used lighter pseudo-haptic systems for representation of localized information such as
con- tact points, without restriction of mobility (they can be wearable). vibrotactile feedback make users
aware of impending or actual collisions in highly constrained spaces
Experimental Study
• Adaptive behavior
• In this experimentation we asked to subjects to walk in a three meters wide corridor. The VE was
composed of a corridor with at the middle a two panel sliding door (Fig. 2C and D). The door could be
opened with five different width apertures: 40, 50, 60, 70, 80 cm. We studied the instinctive behavior
(affordance) of rotating our shoulders to pass through a narrow aperture; the rotation should depend on
the aperture width.
• Oculus Rift DK2 device and a vibrotactile device used
• The results from the analysis of the collision percentage between avatar and the door shows are
interesting.
• In the absence of any feedback (Fig. 4, noA-noV), subjects collided in almost 50% of the trials for
small apertures.
• Fewer collisions were observed when the vibrotactile feedback – about 75%
Conclusion
• This study allows calibrating the perception of the operator’s body-environment relationships and enhance
visuo- proprioceptive consistency
• associating these aspects to enhance the validity of assembly and maintenance simulations realized in virtual
reality
• the feasibility of assembly and maintenance tasks in complex and very
confined environments, require enhanced features such as dynamic
and biomechanically realistic virtual humans.
• In particular, we show that adapted behavior in respect to
physical elements of the VE can be obtained using a dynamic co-
localized representation of the subject’s body and a pseudo-haptic
tactile feedback

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