Augmented and Virtual Reality for Underground Facilities Management

Author(s):  
Gregorio Soria ◽  
L. M. Ortega Alvarado ◽  
Francisco R. Feito

Augmented reality (AR) has experienced a breakthrough in many areas of application thanks to cheaper hardware and a strong industry commitment. In the field of management of urban facilities, this technology allows virtual access and interaction with hidden underground elements. This paper presents a new approach to enable AR in mobile devices such as Google Tango, which has specific capabilities to be used outdoors. The first objective is to provide full functionality in the life-cycle management of subsoil infrastructures through this technology. This implies not only visualization, interaction, and free navigation, but also editing, deleting, and inserting elements ubiquitously. For this, a topological data model for three-dimensional (3D) data has been designed. Another important contribution of the paper is getting exact location and orientation performed in only a few minutes, using no additional markers or hardware. This accuracy in the initial positioning, together with the device sensing, avoids the usual errors during the navigation process in AR. Similar functionality has also been implemented in a nonubiquitous way to be supported by any other device through virtual reality (VR). The tests have been performed using real data of the city of Jaén (Spain).

Author(s):  
Todd J. Furlong ◽  
Judy M. Vance ◽  
Pierre M. Larochelle

Abstract This paper presents a new approach to using virtual reality (VR) to design spherical mechanisms. VR provides a three dimensional design space where a designer can input design positions using a combination of hand gestures and motions and view the resultant mechanism in stereo using natural head movement to change the viewpoint. Because of the three dimensional nature of the design and verification of spherical mechanisms, VR is examined as a new design interface in this research. In addition to providing a VR environment for design, the research presented in this paper has focused on developing a “design in context” approach to spherical mechanism design. Previous design methods have involved placing coordinate frames along the surface of a constraint sphere. The new “design in context” approach allows a designer to freely place geometric models of movable objects inside an environment consisting of fixed objects. The fixed objects could either act as a base for a mechanism or be potential sources of interference with the motion of the mechanism. This approach allows a designer to perform kinematic synthesis of a mechanism while giving consideration to the interaction of that mechanism with its application environment.


2019 ◽  
Vol 11 (17) ◽  
pp. 1957 ◽  
Author(s):  
Jingya Yan ◽  
Siow Jaw ◽  
Kean Soon ◽  
Andreas Wieser ◽  
Gerhard Schrotter

With the pressure of the increasing density of urban areas, some public infrastructures are moving to the underground to free up space above, such as utility lines, rail lines and roads. In the big data era, the three-dimensional (3D) data can be beneficial to understand the complex urban area. Comparing to spatial data and information of the above ground, we lack the precise and detailed information about underground infrastructures, such as the spatial information of underground infrastructure, the ownership of underground objects and the interdependence of infrastructures in the above and below ground. How can we map reliable 3D underground utility networks and use them in the land administration? First, to explain the importance of this work and find a possible solution, this paper observes the current issues of the existing underground utility database in Singapore. A framework for utility data governance is proposed to manage the work process from the underground utility data capture to data usage. This is the backbone to support the coordination of different roles in the utility data governance and usage. Then, an initial design of the 3D underground utility data model is introduced to describe the 3D geometric and spatial information about underground utility data and connect it to the cadastral parcel for land administration. In the case study, the newly collected data from mobile Ground Penetrating Radar is integrated with the existing utility data for 3D modelling. It is expected to explore the integration of new collected 3D data, the existing 2D data and cadastral information for land administration of underground utilities.


2017 ◽  
Vol 5 (1) ◽  
pp. 29
Author(s):  
Ghali Adyo Putra ◽  
Rinta Kridalukmana ◽  
Kurniawan Teguh Martono

Virtual Reality is three-dimensional technology and developing rapidly at the moment. Therefore, Virtual Reality technology implementation will be useful for people. One of this implementation is in clinical fields, which is for handling phobia. One of the therapies provided by a therapist to patients is by using flooding technique that faces the patient on the situation that confronts the making of fear until no longer feel anxious. In some cases, the flooding technique for acrophobia almost impossible because of the level of dangerous and the expensive cost.By using game engine Unity and Multimedia Development Life Cycle (MDLC) method which has six stages, concept, design, material collection, assembly, testing, and distribution, application development Android-based Virtual Reality will resolve the issue.Based on the results of Black-box method, functions from the application of virtual reality simulation as a tool for the treatment of acrophobia has already worked well. Further research is needed to find out the impact of application in the medical sector.Acrophobia merupakan jenis fobia yang membuat individu merasakan kegelisahan, ketegangan, dan rasa tidak nyaman ketika berada pada ketinggian. Hal itu yang membuat penderita acrophobia tidak bebas melakukan aktivitas sehari-hari. Untuk mengatasinya, dibutuhkan terapi ke psikiater untuk menyembuhkan acrophobia tersebut. Dalam teknik terapi, ada yang dinamakan flooding, yaitu menempatkan penderita ke situasi yang membuat ketakutan sampai penderita tidak merasa cemas. Teknik flooding sangat berbahaya jika diterapkan pada penderita acrophobia. Teknologi Virtual Reality sudah digunakan untuk menangani penderita acrophobia, tetapi teknologi yang ada masih mahal. Maka dari itu diperlukannya teknologi yang murah supaya penderita acrophobia dapat melakukan terapi dengan aman. Dengan menggunakan Multimedia Development Life Cycle sebagai metode pengembangannya, Unity, dan aplikasi berbasis Android dapat mengatasi masalah tersebut. Pembuatan simulasi 3D Virtual Reality sebagai alat bantu terapi acrophobia berbasis Android telah berhasil dibuat. Namun, diperlukan penelitian lebih lanjut untuk melihat dampak lebih lanjut pada bidang klinis.


Author(s):  
Biren Prasad

Abstract In this paper, an alternate framework for deployment called Concurrent Function Deployment (CFD) for managing a product’s life-cycle process is described. The framework considers parallel deployment of several value characteristics as opposed to a single value such as Quality. The American Supplier Institute’s (ASI’s) quality function deployment (QFD) concept [Sullivan, 1988] is a typical case of a conventional four-phased deployment process, where quality is the prime consideration for deploying life cycle functions. CFD is not based on using a single measurement, such as “Quality“ as in ASI’s QFD. Six concurrent values, namely Functionality (Quality), Performance (X-ability), Tools & Technology (innovation), Cost, Responsiveness, and Infrastructure (delivery) are considered simultaneously in CFD rather than serially in QFD. Three-dimensional Value Characteristics Matrices (VCM) are employed to ensure that both the company and the customers’ goals are optimally met. In the present setting, ASI’s deployment scenario emerges as a special case of Concurrent Function Deployment. CFD enables the planners and strategic decision-makers — early on during a design process — to deal with tradeoffs among the crucial factors of artifact values.


1999 ◽  
Vol 121 (4) ◽  
pp. 515-520 ◽  
Author(s):  
T. J. Furlong ◽  
J. M. Vance ◽  
P. M. Larochelle

This paper presents a new approach to using virtual reality (VR) to design spherical mechanisms. VR provides a three-dimensional (3-D) design space where a designer can input design positions using a combination of hand gestures and motions and view the resultant mechanism in stereo using natural head movement to change the viewpoint. Because of the three-dimensional nature of the design and verification of spherical mechanisms, VR is examined as a new design interface in this research. In addition to providing a VR environment for design, the research presented in this paper has focused on developing a “design in context” approach to spherical mechanism design. Previous design methods have involved placing coordinate frames along the surface of a constraint sphere. The new “design in context” approach allows a designer to freely place geometric models of movable objects inside an environment consisting of fixed objects. The fixed objects could either act as a base for a mechanism or be potential sources of interference with the motion of the mechanism. This approach allows a designer to perform kinematic synthesis of a mechanism while giving consideration to the interaction of that mechanism with its application environment.


2019 ◽  
Vol 317 (6) ◽  
pp. L778-L784 ◽  
Author(s):  
Jan Hegermann ◽  
Christoph Wrede ◽  
Susanne Fassbender ◽  
Ronja Schliep ◽  
Matthias Ochs ◽  
...  

Generation of three-dimensional (3D) data sets from serial sections of tissues imaged by light microscopy (LM) allows identification of rare structures by morphology or fluorescent labeling. Here, we demonstrate a workflow for correlative LM and electron microscopy (EM) from 3D LM to 3D EM, using the same sectioned material for both methods consecutively. The new approach is easy to reproduce in routine EM laboratories and applicable to a wide range of organs and research questions.


2021 ◽  
Vol 294 ◽  
pp. 02006
Author(s):  
Jing Tian ◽  
Guan Lan ◽  
Li Jin ◽  
Guo Yanxia ◽  
Li Ao-Sen ◽  
...  

The three-dimensional design of power grid infrastructures needs to consider their adjacent urban facilities, including industrial and civil buildings and tunnels, roads, pipelines, and etc. Therefore, in order to realize the integration of the three-dimensional design model of the power grid and the BIM model of those urban infrastructures, this paper attempts to establish the information model classification and coding method to unify the representation methodology of concepts and technologies of multi-industry infrastructures. The developed data format conversion method and data lightweighting method can be utilized to better integrate the three-dimensional design results of the power grid project with the BIM data of the urban infrastructures, and then these digitalized results of the multi-industry facilities can be used to improve the life-cycle management of the power grid engineering projects.


2018 ◽  
pp. 169
Author(s):  
Gorka Cubes San Salvador del Valle

El modelo expansivo imperante, no funciona cuando se enfrenta a la necesaria regeneración urbana. Mientras la ciudad siga clasificando nuevo suelo virgen donde centrar su crecimiento, se limita la oportunidad para que la ciudad pueda iniciar el proceso de regeneración de una forma endógena. Es necesario un cambio sistémico. El presente artículo reflexiona sobre un nuevo modelo, que no sólo limita el crecimiento, sino que sugiere un decrecimiento programado, como método para catalizar los procesos de regeneración urbana. El decrecimiento como fenómeno en sí mismo resiliente, que de acuerdo con el paradigma de la economía circular, pueda entender el desperdicio como alimento de un nuevo proceso paralelo. Si aceptamos el principio de que la basura es comida, tal y como apuntaron en 2002 Michael Braungart y William McDonough; entonces el decrecimiento genera valor. Este nuevo enfoque es el primer paso hacia el urbanismo circular, nuevo concepto acuñado en el presente artículo, entendido como el cierre del ciclo de vida en el uso del suelo. La investigación se adentra en la búsqueda de una aproximación a la verificación de la hipótesis, a través de un caso real de estudio: Bilbao y su próximo paso de transformación urbana.AbstractThe current expansive model does not work when faces with the needed urban regeneration. As long as the city continues to offer new soil, the opportunity so that the city can initiate the process of urban regeneration in an endogenous way is limited. A systemic shift is necessary. This article reflects on a new model, which not only limits growth, but also suggests a programmed decrease, as a method to catalyze the processes of urban regeneration. Degrowth as a resilient phenomenon itself, which, according to the circular economy paradigm, can understand waste as food for a new parallel process. If we accept the principle that garbage is food, as in 2002 by Michael Braungart and William McDonough pointed out; then the decrease generates value. This new approach is the first step towards circular urbanism, a new concept coined in this article, understood as the closure of the life cycle in land use. The investigation goes into the search of an approach to the verification of this hypothesis, through a real case of study: Bilbao and its next step of urban transformation.


Author(s):  
A. Estela ◽  
J. Hamacher

The "Instituto Colombiano de Antropología e Historia" (ICANH) started a new conservation project for the "San Agustín Archaeological Park" (Huila, Colombia) in 2013. The objectives of this project are the documentation, conservation, and preservation of the numerous monolithic statues mainly by integrating the use of new technologies (3D models). A first phase of the project has been completed, resulting in three-dimensional models of 66 of the monolithic sculptures in San Agustín. The methodology developed in this first phase will show the way for other heritage sites in Colombia and for subsequent phases applied to the archaeological park. The 3D data has been obtained using two types of data acquisition technology: the Mantis Vision F5 using infrared structured-light (SL) and a laser scanner based on the phase shift (PS) technology, the Z+F Imager 5010. The results show that future phases need improvement in data acquisition. Mainly the data obtained with the hand held scanner shows many lacunae. This article presents the observations during data processing on the basis of one sculpture, "Escultura 23". In conclusion, this first phase showed where to improve for the succeeding ones, for instance the detail of the meshes need to be increased if the models are to be used for detailed conservation and preservation purposes.


Author(s):  
J. F. Diez Higuera ◽  
F. J. Diez Pernas

A Virtual Reality Modeling Language (VRML)-based interactive three dimensional museum on the Web is designed and implemented. Users may walk through a 3D representation of the whole museum, viewing its collections, and seeing objects in 3D together with information about them. To allow all of these, we have designed a set of interactive dynamic Web pages, using a client-server platform that delivers the information required by the user, both 3D data of the objects and texts and 2D information. All this information is stored in a database to enable easier access and management.


Sign in / Sign up

Export Citation Format

Share Document