Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Friday, 26 January 2024

Virtual reality health and safety training.

Technological University Dublin (TU Dublin) and BioPharmaChem Skillnet, one of 70 Skillnet Business Networks nationwide, have launched an exciting new Virtual Reality (VR) programme designed specifically for workplace health and safety training.

Ireland is the third largest exporter of complex pharmaceutical goods and medicines and the second largest exporter of vaccines in Europe, with over €100bn in annual exports, 84,000 people directly and indirectly employed, and a further 10,000 jobs to be created over the next five years. The use of innovative technologies such as VR, increases engagement and knowledge retention while decreasing training time, and engages learners in real-world scenarios that teach important skills and concepts.
Dr Paul Maguire, Head of Innovation and Knowledge Transfer, TU Dublin acknowledged the importance of the ongoing collaboration between the research partners: "We are delighted that TU Dublin is continuing our involvement with BioPharmaChem Skillnet, an organisation that is supporting one of the largest and most important sectors in Ireland providing thousands of jobs. This partnership highlights the world-leading research capabilities of Brian and this team in the VR/AR space and their ability and desire to solve immediate industry challenges. It also spotlights the excellent working relationship that TU Dublin has with BioPharmaChem Skillnet, facilitated by David Gardiner in TU Dublin Innovation via our Open Labs R&D outreach initiative."

The programme is the third course co-developed by the Skillnet Business Network and TU Dublin, which harnesses the power of VR and offers an innovative approach to mixed reality training for diverse industries. The VR technology provides a seamless interface with existing simulations in a modular framework to train staff across many sectors in Ireland. It follows on from the success of the previous two VR programmes ‘Aseptic Techniques for Biomanufacturing,’ and ‘Power Handling’, both of which were nominated for multiple innovation and industry awards.

The new programme was developed in collaboration with Dr Brian Vaughan, Founder and Director of the Virtual Interaction Research Lab (VIRal) at TU Dublin. VIRal is a cutting edge virtual, and augmented, reality research and development environment, in a large, dedicated space.

BioPharmaChem Skillnet provides upskilling to businesses of all sizes in the pharmaceutical, biopharmaceutical, medical device, and chemical supply sectors. The network’s mission is to further advance Ireland’s position as a world leader in health innovation through leading-edge talent development solutions.

“This is our third time working with BioPharmaChem Skillnet and we have always found them to be an insightful forward-thinking organisation pushing the boundaries of training in the industry. It's always great to work with them to co-create Mixed Reality training applications that incorporate cutting-edge technologies with robust pedagogical principles and methods,” said Founder & Director VIRal, Dr Brian Vaughn.

"As the BioPharmaChem sector continues to embrace immersive technologies, we identified the potential for virtual reality to address some of the known key challenges in health and safety that are high risk and time consuming," said Susan Costello, Network Director, BioPharmaChem Skillnet. "VIRal at TU Dublin was able to provide the expertise required to transform the concept of a VR programme into a reality. Dr Brian Vaughan and the team in TU Dublin ensured that the process ran seamlessly and were able to advise, adapt and reinvent when required. The programme would not have been possible without their expertise and the support of Skillnet Ireland, BioPharmaChem Ireland along with the expertise and time that industry members gave to articulate the needs around this training for the sector."

Pictured at the launch are (l-r): Siobhan Broughan (Skillnet), David Gardiner (TUD), Susan Costello and Brendan Kellet (BioPharmaChem), Dr. Brian Vaughn and Jazheel Luna (TUD VIRaL), Sinead Keogh (IBEC), and Dr. Paul Maguire (TUD).


@WeAreTUDublin @BPCSkillnet #PAuto #HandS #Safety

Tuesday, 8 August 2023

What role AR and VR can play in the industrial sector?

"We've got the software we need, but the hardware has some catching up to do!"

Apple's Vision Pro announcement has sparked a renewed interest in the world of augmented reality (AR) and virtual reality (VR). Looking through the lens of industrial environments, these technologies have already made significant contributions in manufacturing, maintenance, and training processes. In this article, we’ll examine key areas in which they hold potentially transformative power for the industrial sector with input from Hubs’ in-house engineers as well as other industry experts.

A primer on augmented and virtual reality.
Augmented reality, often abbreviated as AR, is a technology that superimposes digital information or virtual objects, such as images, videos, or 3D models, onto the real world. AR enables users to interact with and manipulate this digital content in real-time, creating immersive experiences through devices like smartphones, tablets, or specialized AR glasses.

On the other hand, virtual reality, known as VR, is a computer-generated simulation of a three-dimensional environment that users can interact with and explore. VR typically involves wearing a headset that displays virtual content and may include additional peripherals like hand controllers or haptic feedback devices.

How can you use AR and VR in the industrial sector?
In the industrial sector, AR is employed to enhance worker productivity and accuracy by overlaying digital instructions, real-time data, and visual cues onto machinery or workstations. This aids in assembly, quality control, maintenance, and troubleshooting, reducing errors and downtime.

VR, on the other hand, offers immersive simulations for training purposes, allowing workers to practice complex procedures or hazardous scenarios in a safe virtual environment. This helps them to acquire new skills, mitigate risks and save costs.

Overall, AR and VR empower the industrial sector with innovative solutions that optimize productivity, efficiency, and safety. Here are five examples of applications.

Factory layout planning.

AR and VR can revolutionize factory layout planning by providing immersive and interactive experiences of a factory before it is constructed. With AR, designers can overlay digital models onto physical spaces, allowing them to visualize how different equipment and layouts will fit within the factory environment. This can help identify potential design flaws or bottlenecks before construction begins, saving time and reducing cost. XYZ Reality uses AR to ensure precision in prefabricated construction (right).

VR, meanwhile, can enable stakeholders to virtually explore and interact with the planned layout, providing a realistic sense of scale and perspective. This allows for easy modifications and optimizations, facilitating collaborative decision-making among architects, engineers, and factory managers.

Operator training simulation.
AR and VR can also offer valuable training simulations for operators. With AR, operators can make use of real-time, contextual information overlaid on physical equipment, guiding them through complex procedures and enhancing their understanding of equipment operation.

VR can create immersive environments in which operators can practice handling various scenarios in a safe and controlled manner. By replicating real-world situations, trainees can gain hands-on experience, improve their skills, and learn how to respond to different challenges.

Real-time AR instructions.
Through wearable AR devices or mobile applications, workers can receive contextual information overlaid on their field of view, such as step-by-step instructions, safety guidelines, or equipment specifications.

Real-time AR instructions can be particularly beneficial in complex assembly processes, maintenance tasks, or quality control procedures, where precision and accuracy are extremely important. Companies like Airbus have already integrated Microsoft’s mixed reality Hololens into its factory processes.

Remote maintenance.
AR and VR can transform remote maintenance by enabling technicians to collaborate with experts from anywhere in the world.

With AR, technicians at the site can wear smart glasses or use mobile devices to stream live video to remote experts. Experts can then overlay virtual instructions or annotations onto the technician's view, guiding them through the troubleshooting or repair process in real time. This significantly reduces travel costs and downtime, as experts can diagnose and provide guidance without physically being present. German brand Oculavis (right)has demonstrated such capabilities over the last couple of years.

Safety alerts and evacuation.
AR and VR technologies can play crucial roles in safety alerts and evacuation procedures. AR can provide real-time safety alerts and warnings by overlaying visual cues or instructions onto the user's field of view. For example, in hazardous environments, AR can highlight potential dangers, mark safe pathways, or display emergency protocols.

VR can simulate emergency scenarios, allowing users to experience and practice evacuation procedures in a realistic virtual environment. This enables individuals to familiarize themselves with emergency routes, equipment locations, and evacuation protocols, leading to better preparedness and faster response times during actual emergencies. Additionally, VR simulations can help identify potential flaws or bottlenecks in evacuation plans.

What’s next for AR and VR in the industrial sector?
For further insights on where AR/VR currently stands in the industrial context, and to identify the steps needed before it could play a more significant role, Hubs reached out to experts in design and manufacturing. Here's what they had to tell us.

According to Charles Goin of Virginia-based firm Goindesign, VR and AR are where Building Information Modeling (BIM) and Virtual Design and Construction (VDC) in the architectural engineering and construction market were 10 years ago. "We've got the software we need, but the hardware has some catching up to do," he says. In his opinion, AR seems to hold the edge over VR, until VR becomes photorealistic, which again is going to be hardware-driven. The biggest moves in that field were, of course, made by Meta, HTC, Valve, and now Apple. Given that others paved the way but didn't quite strike gold, it will be interesting to see where Apple takes it.

Robert Jones, Manufacturing Engineer at Nissha Medical Technologies, also sees the huge potential of AR technology in the manufacturing space in training operators as well as remote maintenance. "In our facility, we use both manual and semi-automated processes to manufacture safe and functional medical devices. Training operators for these tasks can be time-consuming and resource-intensive. An AR-based program could transform this, offering real-time work instructions for efficient assembly. Paired with AI, it could even provide real-time alerts and corrective actions."

The areas listed above are only the tip of the iceberg when it comes to AR and VR in the industrial sector. Because both technologies are constantly evolving and improving, new applications and use cases are often introduced, resulting in increasingly sophisticated ways of interacting with industrial environments.

As AR advances, for example, the technology may become more compact and wearable, with devices like smart glasses becoming more lightweight and comfortable. This will make AR more accessible and practical for workers, allowing for hands-free operation and better integration into existing workflows.


@HubsMFG @AppleVisionPro @xyz_reality @HoloLens @Protolabs #Manufacturing #Automation

Monday, 10 January 2022

Immersive technology explored.

The newest issue of the Mouser Electronics's Methods technology and solutions journal has been published. Immersive Technology, the third issue of volume four, offers a collection of articles that explore emerging technologies, including augmented reality (AR), extended reality (XR), mixed reality (MR), and virtual reality (VR), that are integral to living, working and studying in new sensory environments. 

“Immersive technologies like VR and AR are top of mind as innovative companies seek to redefine the way we collaborate, communicate, and spend time together,” says Kevin Hess, Mouser Electronics’ Senior Vice President of Marketing. “The newest issue of Methods goes beyond the hype to explain some of the most important technologies underpinning these new applications, and what they mean for the future of work and entertainment.”

The Immersive Technology issue features contributions from leading subjective matter experts in the fields of robotics, VR and immersive collaboration. The issue offers multiple articles on the technological advances and engineering challenges shaping new applications for new sensory applications, in addition to pieces on 3D sound and product creation.

In addition to the Methods technology and solutions journal, Mouser offers a broad range of technical resources for design engineers and buyers, including blogs and e-books. Mouser’s content hub features exclusive design resources, white papers, videos, and product information, allowing design engineers to break new ground in product development and innovation.

@MouserElecEU @Publite #PAuto #AugmentedReality

Thursday, 11 February 2021

CAD Envelope Geometry for Performance and IP Protection.

The latest version of CoreTechnologie's 3D_Evolution Simplifier software now offers special applications and interfaces for Virtual Reality (VR), Augmented Reality (AR) and Digital Factory. Clever features reduce large assemblies by up to 97 percent.

Two-step Simplification Process
With the new application, it is possible to further simplify the lightweight solid envelope geometry CAD models created by the Simplifier process in a second step, which is an polygon reduction function for tessellated formats, especially for VR/AR as well as factory planning software tools. In the first step, the inner geometry is removed and a closed CAD solid envelope geometry is automatically generated. This is followed by an automatic deletion of interior components and an optional filtering of solids with small volumes. For the generation of exact CAD models, the optimum is reached after this first step.

To convert the models into tessellated formats such as VRML, FBX, OBG or JT, the next step achieves a predefined percentage reduction of the polygons within seconds using the new polygon reduction function. This extreme reduction in the number of elements to be rendered achieves a much higher performance and fluid rendering, for example, when animating very large assemblies.

The Simplifier automatically generates lightweight CAD envelope geometries for optimal performance in all downstream applications as well as during further processing in the CAD system.

Know-how Protection and optimum Data Quality
The envelopes generated with Simplifier also protect the know-how and enable secure data exchange with development partners, customers and suppliers. The tool processes over 40 different formats, including CATIA, XT, CREO,NX, Solidworks as well as DGN, IFC, JT and STEP without access to a CAD license and ensures optimum quality of import models through automatic checking and correction functions.

@CoreTechnologie #PAuto #Robotics

Tuesday, 17 November 2020

The most disruptive technology of the next decade.

Virtual reality has already had a major impact in a range of different industries. IDTechEx predicts in its recent market research report that this technology will grow to $8Bn (€6.75Bn) by 2030. One way that virtual reality has been used is in planning. VR technologies have recently been shown by an article in the Financial Times to be used by the City of London Corporation to help with planning decisions for future office areas. Virtual reality will be a key technology of the next decade, with IDTechEx predicting that the augmented and virtual reality market will grow to over $30Bn (€25.3Bn) by 2030.

A timeline of some of the major AR and VR headsets of the past. Source: IDTechEx

The City of London collaboration was between the City of London Corporation, Innovate UK, New London Architecture (NLA) and VU.CITY. The level of detail captured by the project is down to a 2cm accuracy in a nearly 3km square area. This is a first for an area of this size, and aims to help planners realize what “plans offer in terms of space, enhancement of the public realm and to the City,” according to Alastair Moss, Chair of the Planning and Transportation Committee at the City of London Corporation. The ability to plan cities with VR technology will allow for more highly advanced urban planning solutions.
 
Virtual, augmented and mixed reality products have continued to receive high levels of funding and investment during the 2010 decade. This is predicted to continue into the next decade. IDTechEx forecasts that the AR/VR and MR to be over $30Bn (€25.3Bn) by 2030. This market will impact many different industries and its use cases wide-reaching and the technology will continue to innovate and accelerate innovation in these industries.
 
Key Questions answered in these two reports include:
What are the major drivers for optic or display choice in an AR/MR or VR device?
What are the major drivers in the adoption of AR/MR and VR devices? Which use cases benefit the most from this technology?
How will the sales of VR and AR/MR devices evolve from 2020-2030 and what are the drivers behind future growth?
IDTechEx has a range of market research reports covering virtual reality, augmented reality, and mixed reality products. Part of the wearables portfolio, the parent report “Augmented, Mixed and Virtual Reality 2020-2030” and the detailed technology analysis of “Optics and Displays in AR, VR and MR 2020-2030: Technologies, Players and Markets” provide the key insights and deep analysis of this innovative technology for the next decade.  The detailed market research parent report reviews and analyzes over 100 products and details of over 80 companies, to create detailed conclusions about the future of this market. Alongside this, IDTechEx offers a second deeper dive report into the optics and display technologies in AR/MR/VR devices.

The impact of COVID-19
Recently the versatility of mixed and augmented reality products has come to the forefront of the news, with an Imperial led project at the Imperial College Healthcare NHS Trust. COVID has put the spotlight on this hands-free, interactive technology, and it is unlikely that this focus will move for some time. There will be a need for this technology in many new use cases, which previously did not require hands-free, or remote capabilities.

@IDTechEx @FT #VR #PAuto #Britain #coróinvíreas #COVID19 #coronavirus