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EN
Nowadays, technical devices such as electromechanical energy transducers, motors and generators are higher and higher utilized. However, these devices have a very complicated geometry with many technical details to master. A proper design tool with some basic assumptions such as accuracy or user friendliness could support the designers during work. The idea is to utilize concept of the virtual reality. As a preliminary work, a particularly simple model is chosen which defines the relations between selected values concerning the dimensions of a machine and its output parameters. The main focus is put on the relation between the external diameter and the rotor length. A software tool is developed which can be used to show how the changes in machine dimensions influence the torque, power, power losses and efficiency of the machine.
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Content available Virtual assembly with Delmia DPM
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EN
Industrial assembly is nowadays subject to quick product changes, increasing numbers of variants and short planning spans of the customer. This can be achieved by using, presented in this paper, new methods and approaches like virtual reality and last but not least virtual verification of processes in assembly.
EN
This paper presents results of research in time consumption of actual and virtual assembly of a bus air-conditioner compressor using an MTM analysis of basic motions. Definitions of work time, time consumption and work consumption arc compared as they arc often used interchangeably in the literature. The article substantiates the subject and discusses the essence and objectives of research in time consumed by assembly processes. It also presents characteristics of the MTM methodology of analysis of basic motions, and steps required within its framework in order to determine time consumption. The article also discusses EON ICATCHER, a passive, multidisplay, 3D projection system, basic software and stages of determining time consumption involved in assembly of an air-conditioner compressor in Virtual Design Lab. The actual workstation used for assembly of the compressor is compared with a virtual workstation designed using CATIA software. Results established using the MTM analysis of time consumed by actual and virtual assembly operations are presented in tables and analyzed. The research has shown that application of the MTM methodology combined with VR technology makes it possible to provide fast testing of duration of assembly processes performed in a complex manner and to prepare their implementation by taking into account several variants of parts configuration.
EN
Even if the era of Industry 4.0 has reached, the planning of a factory layout is a discipline, which leans on manual planning tools. By using several optimization methods, it is now possible to automatize the necessary steps in the rough planning phase and to calculate the possibilities of positioning with regard to the target function. The calculation is based on the design data of the factory. To perform an automatized optimization, the whole model should be transformed into a mathematical describable form. For this purpose, methods from the graph theory will be used. These methods allow the positioning of objects on the discretized floor plan. After the positioning has finished, the visualization of the model takes place. The preparation of the model has been implemented in the Unreal Engine. The advantage of this is visualization almost in real time in an immersive environment in commercial used Head-Mounted Displays.
DE
Die Fabrik- und Layoutplanung ist eine Planungsdisziplin, welche auch heute im Zeitalter der Industrie 4.0 noch verbreitet auf manuelle Planungswerkzeuge zurückgreift. Mit Hilfe verschiedener Optimierungsverfahren ist es nun möglich, die Planungsschritte im Bereich der Grobplanung zu automatisieren und Positionierungsmöglichkeiten je nach gewünschter Zielfunktion berechnen zu lassen. Die Berechnung stützt sich dabei auf die Konstruktionsdaten der Fabrik oder Hallenmodelle. Um eine automatisierte Optimierung durchführen zu können, ist das Gesamtmodell jedoch zunächst in eine mathematisch beschreibbare Form zu überführen. Hier wird auf Verfahren aus der Graphentheorie zurückgegriffen, welche die Positionierung der Objekte auf dem diskretisierten Grundriss ermöglicht. Im Anschluss an die Positionierung erfolgt die Visualisierung. Die hierfür notwendige Aufbereitung des Modells wurde in der Unreal Engine umgesetzt. Dies bietet den Vorteil, dass das virtuell geplante Layout nahezu in Echtzeit über kommerziell verfügbare Head-Mounted Displays immersiv dargestellt werden können.
EN
Contemporary development of information technology is this stage of civilization called information society in which human learns to transform information into the knowledge. An advantage of this stage is that it allows to effectively adapt to rapidly changing economical and political situations. However, its uncontrolled effect is the phenomena of creating the „virtual reality”. In such reality the information is constructs the illusions and artificial worlds in the human mind. The research on perceptual and memory processes uncovers the mechanisms of such construction which are often used to control the consumer and voter choice in economic and political market. The paper presents some examples of such control in both, the investment behavior on stock market, and the voter behavior under the influence of the negative political campaigns. The analyses of this controlled behavior in the light of cognitive mechanism of information processing allow to look differently on the classic notions of truth and freedom in decision making.
PL
W referacie zaprezentowano kluczowe aspekty wspomagania eksploatacji uzbrojenia morskiego dzięki zastosowaniu wirtualnej rzeczywistości, m.in. realistyczne, interaktywne materiały szkoleniowe. System symulacji 3D wspiera najważniejsze obszary nauczania budowy oraz obsługi uzbrojenia morskiego, jak również testowanie wiedzy i umiejętności szkolonych oraz umożliwia interaktywną pracę z trójwymiarowymi modelami uzbrojenia morskiego.
EN
The paper presents the key aspects of maritime operations support weapons by using virtual reality, including realistic, interactive training materials. This simulation system supports the most important areas of teaching construction and operation of marine weapons, as well as testing the knowledge and skills of trainees and allows interactive work with threedimensional models of marine weapons.
7
Content available Cyberspace in the Perspective of Cognitive Pedagogy
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EN
The article discusses the problems of human functioning in cyberspace seen from the perspective of cognitive pedagogy. The focus was on the area of communication, information processing by people and problems related to the language of the media. The understanding of the concepts of cyberspace and virtual reality from the position of cognitive pedagogy has been defined. A number of phenomena have been presented, such as: multitasking, cognitive load, sequencing mechanism, compression and addiction.
EN
Introduction: Dental students invest many hours in manual dexterity training to prepare themselves for the clinics. Exercising on plastic has the advantage of learning within a standardized environment; continuing exercises on prefab teeth are unrealistic as plastic does not generate a training facility for clinical problem solving. Introducing a virtual learning environment with haptics and 3D models with realistic pathology (the Simodont) enables students to become competent before they enter clinics, assuming that the competences are easily transferred from virtual reality to reality. Therefore a study has been carried out to investigate if skills developed in virtual reality are transferred to reality. Methodology: Twenty-eight students participated in the study; 10 trained in the traditional phantom lab, 10 trained in the Simodont lab and 8 acted as a control group. Performance was tested before, during and after training. Result: It turned out that all students performed better after little or more training, independent of the training environment. Conclusion: Skills developed in virtual reality on the Simodont were transferred to reality.
EN
Realism of a Virtual Reality simulation can be improved by use of physical objects tracked in real time. The paper presents possibility of using low-cost FDM process, realized by MakerBot Replicator 2X machine, in comparison with a professional one to build tooling for a simulation of ultrasound examination procedure. The objects were manufactured on two different machines out of ABS material, 3D scanned for accuracy testing and finally possibilities of their use in a VR system were evaluated.
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Content available remote Virtual Reality as a Tool for Computer Aided Safety Engineering
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EN
In recent years the use of virtual reality (VR) and augmented reality (AR) becomes more and more popular. The paper presents examples of virtual reality application in safety engineering, like safety training, different types of simulators, work place design, modelling of dangerous zones in manufacturing systems and testing of safety systems. The use of VR techniques seems to be particularly advantageous in situations where training under actual conditions is related to threats against human health and life. Therefore, training in virtual environments is often used in areas like firefighting, especially in the case of combating of internal fires.
EN
During the years common understanding of the possibilities and perspectives of Virtual Reality (VR) usage has been changed. It is thought that VR is mainly used in entertainment purposes, but it is being used already for many years in different industries, and now with easier access to the hardware it became a helpful and accessible tool that could be used and developed in any field of human activities. In manufacturing, immersive technologies are mainly used nowadays for the visualisation of processes and products combining those visuals into the factory Digital Twin (DT) which is possible to view from the inside look. This feature is already being used in several manufacturing simulation tools, which enable to view onto industrial line / robotic cells via Virtual Reality glasses. However, the potential of using simulations with VR in manufacturing is not fully uncovered. The main aim of this, industrial robotics targeted research is to enable besides simulation also universal control algorithms through Virtual Reality experience, produced by game engine Unity3D, which can be easily modified for a wide range of industrial equipment. The primary outcome of this work is the development of the synchronisation model of real and virtual industrial robots and experimental testing the developed model in Virtual Reality and shop floor labs.
EN
This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities that teachers can use in any ESL classroom with access to smartphones or AR/VR capable devices. The article concludes with consideration of privacy concerns, and practical issues of classroom implementation.
EN
Virtual reality is a rapidly evolving technology, which is successfully and increasingly present in various branches. The main purpose of this article is to tell whether the virtual reality is useful and functional in many areas of life. There were discussed such aspects as: phobia treatment, pain reduction, reducing the occurrence of post-traumatic stress, rehabilitation and medicine. Taking into account the listed examples of positive use of virtual reality it can be assumed that growth of this technology is both beneficial and necessary for society development.
EN
The paper aims to determine how information and communication technology influences contemporary culture and examines the nature of this relationship. The analysis is based on socio-cultural research combined with socio-metric and humanistic studies, along with an eclectic approach. The author uses qualitative methods, in addition to system analyses, discourse analyses, secondary analysis, and participant observation. Digital and communication technology is changing the nature of interpersonal relations in today’s world, Wassilew says. Social networking sites on the internet make it possible to strengthen old and create new interpersonal ties, and they also contribute to the development of an information society. Technology used in interpersonal communication changes the way in which people look at the world around them. This eventually leads to new lifestyle patterns, in addition to economic, political and cultural changes, Wassilew says. According to the author, the paper’s findings can be used in business, marketing, logistics, organization and management strategies, and in the design of IT and communications systems.
15
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EN
The dynamism of changes occurring in the social-economic space determines need for the systematic development, understood as seeking innovative solutions. Given that 46% of the world population uses the Internet and the 31% declares that they are active users of social media, no rationally formulated corporate strategy can omit the potential of computer technologies. One of the advanced solutions which are successively adapted in the sector of banking services is virtual reality. It seems that every industry from video games developers to healthcare is looking for innovative ways to integrate some sort of virtual reality platform into their day-to-day systems. The aim of the article is the presentation of the concept of virtual reality in the context of banking. The article proves the implementation of VR in banking generates competitive advantage. Additionally, it presents various aspects of applications, market trends and forecasts of the subsequent development of this phenomenon. Moreover, there is an attempt to answer a question, whether virtual reality improves the effectiveness of the banking activity
EN
Standardized and universal solutions for industrial robot integration are increasingly urgent requirements for companies looking for machine interconnectivity, and flexibility in creating tailor made manufacturing systems. These solutions must be supported by modular and open-source components able to easily integrate new control methods and advanced Extended Reality (XR) interfaces. Robot Operating System (ROS) has proven to be a reliable standard for industrial robot integration. ROS compatibility software is provided by many producers and allows for the implementation of modular control units by unifying development practices along the same libraries and methods. Digital Twins (DT) of industrial equipment and processes offer a solid base to develop innovative digital tools relying on synchronization between physical and digital entities and to easily setup intuitive XR interfaces for teleoperation and programming. This work presents the integration of the OMRON TM5-9000 collaborative industrial robot into the IVAR laboratory DT system at Tallinn University of Technology. By using Unity3D game engine and developing a ROS package for the specific machine, the digital model of the collaborative robot is integrated into the existing twin. Synchronization with the real counterpart is provided by MQTT protocol while a robot user interface is developed in Unity and provides robot joints visualization and remote control.
PL
W referacie przedstawiono założenia dotyczące badań nad utratą równowagi z wykorzystaniem technik rzeczywistości wirtualnej. Szczegółowo opisano stanowisko badawcze składające się z uchylnej platformy, wirtualnego środowiska badań oraz sprzętu niezbędnego do prawidłowego działania środowiska. Przeprowadzono próbną serię badań z udziałem dwóch osób. W referacie przedstawiono także problemy, jakie pojawiły się podczas serii próbnej oraz ich rozwiązania.
EN
The paper presents assumptions of the research on loss of balance with the use of virtual reality. Test equipment is described in the paper. The test equipment consists of tilting platform, virtual reality software and virtual reality hardware. Trial series of experiment were conducted. The paper presents also the problems that occurred during the trial series and the solution of these problems.
PL
W artykule przedstawiono rozwiązania techniczne umożliwiające prowadzenie badań symulacyjnych w środowisku wirtualnym o dużej powierzchni. Opracowane urządzenie do prezentacji obrazu środowiska wirtualnego w połączeniu z zaawansowanym wizyjnym system pomiarowym dają możliwość monitorowania długich trajektorii ruchu. Zebrane w ten sposób dane posłużą do udoskonalenia modeli matematycznych ruchu pieszych oraz pozwolą na porównanie trajektorii ruchu ludzi w środowisku wirtualnym i rzeczywistym. Zdobyta wiedza umożliwi lepszą ocenę wiarygodności wyników uzyskiwanych w czasie badań z wykorzystaniem środowisk wirtualnych.
EN
The paper presents technical solutions to conduct simulation tests in a virtual environment with a large area. Head Mounted Display in combination with an advanced motion capture system make it possible to monitor the long trajectory. The collected data will be used to improve mathematical models of pedestrian flow and allow us to compare the trajectory of movement of people in the virtual and the real environment. This knowledge will enable a better assessment of the reliability of the results obtained during immersion in a virtual environment.
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Content available remote NEW WAYS OF TREATMENT IN GERIATRICS AND PERCEPTION OF THOSE METHODS BY PATIENTS
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EN
Developing Western societies are characterized by growing numbers of older people. This trend will increase in coming decades. Medicine and health care of developed countries has to stand against new needs of societies rich in people over sixty years old. This paper will briefly review new technologies and ways of treating disorders of older people on the one hand, and reception of these methods by older patients on the other hand. We briefly describe therapeutic methods used in clinical neuroscience dividing them into 3 categories: therapies based on implantation of external devices into the organism, therapies using video games, and therapies using virtual reality. These therapies will be discussed according to three rules, that have been proposed considering the approach for effective therapeutic methods targeting older people. It can be assumed that older people tend to be afraid of using unknown solutions, even to improve their own health states. Contrary to this claim, most of researches report very high rate of acceptance of aforementioned techniques by older people. However, laboratory teams should treat older people with extreme care so as  to not provoke aversion to technologies used in intervention
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