scholarly journals Use of Augmented Reality in Assembly Process

2021 ◽  
pp. 114-118
Author(s):  
Monika Töröková

Intensive research is currently underway into the concept of intelligent assembly, which integrates production processes, people, hardware and information using both real and virtual methods to achieve significant improvements in productivity, delivery time and combined market turnover. This paper describes the use of augmented reality in the assembly process at the workplace, which by integrating hardware and software equipment will enable an innovative assembly workplace for a manufacturing and development company. The assembly workplace will speed up and facilitate assembly and prevent the creation of failures and restrictions during assembly.

Energies ◽  
2021 ◽  
Vol 14 (12) ◽  
pp. 3659
Author(s):  
Andrzej Szajna ◽  
Mariusz Kostrzewski ◽  
Krzysztof Ciebiera ◽  
Roman Stryjski ◽  
Waldemar Woźniak

Industry 4.0, a term invented by Wolfgang Wahlster in Germany, is celebrating its 10th anniversary in 2021. Still, the digitalization of the production environment is one of the hottest topics in the computer science departments at universities and companies. Optimization of production processes or redefinition of the production concepts is meaningful in light of the current industrial and research agendas. Both the mentioned optimization and redefinition are considered in numerous subtopics and technologies. One of the most significant topics in these areas is the newest findings and applications of artificial intelligence (AI)—machine learning (ML) and deep convolutional neural networks (DCNNs). The authors invented a method and device that supports the wiring assembly in the control cabinet production process, namely, the Wire Label Reader (WLR) industrial system. The implementation of this device was a big technical challenge. It required very advanced IT technologies, ML, image recognition, and DCNN as well. This paper focuses on an in-depth description of the underlying methodology of this device, its construction, and foremostly, the assembly industrial processes, through which this device is implemented. It was significant for the authors to validate the usability of the device within mentioned production processes and to express both advantages and challenges connected to such assembly process development. The authors noted that in-depth studies connected to the effects of AI applications in the presented area are sparse. Further, the idea of the WLR device is presented while also including results of DCNN training (with recognition results of 99.7% although challenging conditions), the device implementation in the wire assembly production process, and its users’ opinions. The authors have analyzed how the WLR affects assembly process time and energy consumption, and accordingly, the advantages and challenges of the device. Among the most impressive results of the WLR implementation in the assembly process one can be mentioned—the device ensures significant process time reduction regardless of the number of characters printed on a wire.


2021 ◽  
Vol 2 (28) ◽  
pp. 85-96
Author(s):  
A. E. Evtushenko ◽  
◽  
M. A. Kropaneva ◽  

This article offers a prototype of an application for smartphones, aimed at improving services and increasing the speed of passenger service on the example of Pulkovo Airport. The software helps to improve the information and multimedia and technical support of the airport. The existing information technologies and the experience of their application in various airports of the world are considered. Key words: air transport, airport, passenger service, air passenger transport, St. Petersburg, application, information technology.


2017 ◽  
Vol 3 (1) ◽  
pp. 130-143 ◽  
Author(s):  
Fabio Cristiano ◽  
Emilio Distretti

Augmented reality enables video game experiences that are increasingly immersive. For its focus on walking and exploration, Niantic’s location-based video game Pokémon Go (PG) has been praised for allowing players to foster their understanding and relationship to surrounding spaces. However, in contexts where space and movement are objects of conflicting narratives and restrictive policies on mobility, playing relies on the creation of partial imaginaries and limits to the exploratory experience. Departing from avant-garde conceptualizations of walking, this article explores the imaginary that PG creates in occupied East Jerusalem. Based on observations collected in various gaming sessions along the Green Line, it analyzes how PG’s virtual representation of Jerusalem legitimizes a status quo of separation and segregation. In so doing, this article argues that, instead of enabling an experience of augmented reality for its users, playing PG in East Jerusalem produces a diminished one.


2020 ◽  
Author(s):  
José Miguel Dos Santos Silva ◽  
Vítor Quelhas

Emerging from a partnership between the Master’s Degree in Design from ESMAD (Escola Superior de Media Artes e Design, Instituto Politécnico do Porto) and Arquivo Municipal da Póvoa de Varzim, the project Uma Lide de Cartazes, consist in the creation of animated posters as an improved form of advertising, inspired by the materials gathered from the archive.This study is centered around the concept of new technologies and media to enhance the static nature of traditional bullfight posters. Handles technologies as augmented reality, animations and the internet to achieve new interactive and dynamic ways to engage aesthetics and convey information. The results indicate that the use of animation dynamically changes the poster layout elements and informations captivating the viewer as well as changing the poster message. The changes can be viewed by anyone using a smartphone and with the help of augmented reality app, such as Artivive.


2018 ◽  
pp. 39-52
Author(s):  
Anthony Rimmington

In 1932, the United State Political Organization (OGPU), an early forerunner of the KGB, created a facility known as the Bureau of Special Purpose (Byuro osobogo naznacheniya) of the Special Section of the United State Political Organization – abbreviated simply to BON-OO-OGPU. BON was in fact a special prison laboratory, or sharashka, where approximately nineteen leading plague and tularaemia specialists were arrested and imprisoned by OGPU, and forced to work on the development of offensive and defensive biological weapons. The creation of the Suzdal’ BW sharashka was part of a much wider process whereby the Soviet security organs tightened their grip over the defense industry and the development of new weapons and military-related production processes.


Author(s):  
Javier Gonzalez-Sanchez ◽  
Quincy Conley ◽  
Maria-Elena Chavez-Echeagaray ◽  
Robert K. Atkinson

The assembly process is often very complex and involved, collecting and managing a significant number of parts in an intricate manner. Because the quality of a product is in large part impacted by the assembly process, intuitive and carefully scaffolded guidelines can make a difference in how fast and how accurate an assembler can complete the assembly process. To this end, the authors propose an innovative system that leverages three current and emerging technologies; augmented reality (AR), cloud computing, and mobile devices, to create an Augmented Reality Product Assembly (ARPA) system. This paper describes the total framework for creating the ARPA system. They also discuss how the system leverages augmented reality visualizations for repurposing user-generated assembly guidelines by incorporating cloud-based computing. Although the authors situate ARPA’s use in an industrial setting, it is domain-independent and able to support a wide range of practical and educational applications.


2016 ◽  
Vol 7 (3) ◽  
pp. 254-265 ◽  
Author(s):  
Jakub Trojan

Purpose The purpose of this paper is to propose the platform for effective transformation of points of interests (POIs) into augmented reality (AR), specifically into the three major software tools – Junaio, Layar and Wikitude. The objective is to facilitate the creation of POIs for common users of these programs and, thus, encourage the general public to participate in the formation of a new concept of applications using AR and location-based services. Design/methodology/approach The subject of this study was analysis of methods used for POI dynamisation under the context of location-based services. This paper suggests methodology based on database format transformation. It is focused on the creation of platform for automated geotagged POI transformation into AR. Findings The research results in prototype of online platform which is capable to automatically transform geotagged POI to three major AR applications. It discusses also the model implementation of this platform in Czech national tourist authority. Research limitations/implications The paper presents a proof-of-concept of dynamisation and transformation of an unspecified number of POIs stored in a simple table database and their transformation into the AR. Practical implications Services of AR are brought for the masses to effectively dynamise tourist information. Social implications Results could make the process of multimedialising data (POIs) more suitable for masses. Originality/value This paper presents a proof-of-concept of dynamisation and transformation of an unspecified number of POIs stored in a simple table database and their transfer into the three major AR applications.


2013 ◽  
Vol 581 ◽  
pp. 106-111 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Jozef Barna ◽  
Jozef Torok

This article presents possibilities of precision assembling process by using special tools of the augmented reality (AR) and logical procedures from related areas such as a Computer Aided Design and Planning. These possibilities are implemented in the virtual assembling environment of AR, where engineers and designers can see important information about an exact position and orientation of the single assembly element that creates a part of the entire assembly structure. By means of this the application of AR allows costumer to see the motion process of single assembly item according to its trajectory and prevents the possible mistakes in the assembling processes.


Author(s):  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Holger Krumm ◽  
Jo¨rg Maciej

Recent advances have shown, that the base technology of augmented reality have matured the point of being usable only by specialists. But existing augmented reality applications are still prototypes. They are developed without any authoring system, only by software experts. To support the wide use of augmented reality technology, the designers of augmented reality application need methods and software tools to create the contents in a fast and cheap way. In this paper we describe an authoring system for creating augmented reality content in an easy and user friendly way. The system allows the creation of augmented reality applications in a straight forward way. By using meta-constructs like menus, selection lists or hotspots as well as illustration objects like 3D-models, videos, texts and sounds a variety of applications can be created without previous technological knowledge. A preview window is also part of the authoring system displaying the actual created AR-application.


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