scholarly journals Design for Disassembly and Augmented Reality Applied to a Tailstock

Actuators ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 102
Author(s):  
Marco Freddi ◽  
Leonardo Frizziero

The work here described aims to offer a starting point for improving and making a generic maintenance process more efficient, first of all thanks to the use of a cutting-edge technology such as augmented reality, as a key tool that makes it possible and immediate to communicate to operators which are the fundamental stages of the maintenance process to be followed in the working area. Furthermore, thanks to the use of two methods applied in the context of the Design for Disassembly (later described), we also propose to search for all the possible sequences to get to the removal of a target component to be adjusted—in particular the optimal one (if it exists, in terms of time and costs) to be subsequently applied in an augmented reality “self-disassembly” model that can be viewed and followed by the operator, in a way that is still very little used today.

2021 ◽  
Vol 11 (2) ◽  
pp. 666
Author(s):  
Angelica Lucia Ritucci ◽  
Leonardo Frizziero ◽  
Alfredo Liverani

The work carried out has the purpose of improving and optimizing various industrial technical operations, such as preventive maintenance, taken here as an example of application, using the Design for Disassembly (DfD) technique. Therefore, through four metaheuristic methods that have been chosen among the most widespread in the field (described below) to make a comparison between them, the optimal disassembly sequence is sought, if it exists, in terms of time and then costs in order to extract a target component without damaging the other mechanical parts of the assembly. The hypothesis that has been tested throughout this case study is “a responsible application of DfD, not only from the design process of a product but also during the disassembly procedure, can bring substantial benefits to the company”. Interaction with a hypothetical operator in charge of the work to be performed is implemented with the use of augmented reality. In fact, through an application programmed for an Android device (in this case, a mobile phone, hence a handheld device), the operator can be instructed step-by-step on the disassembly sequence in dynamics as an animation. Finally, two virtual buttons were added in augmented reality with which the operator can start and pause/resume the animation at any time to facilitate the understanding of the different steps established by the sequence.


2002 ◽  
Vol 11 (1) ◽  
pp. 33-54 ◽  
Author(s):  
Dieter Schmalstieg ◽  
Anton Fuhrmann ◽  
Gerd Hesina ◽  
Zsolt Szalavári ◽  
L. Miguel Encarnação ◽  
...  

Our starting point for developing the Studierstube system was the belief that augmented reality, the less obtrusive cousin of virtual reality, has a better chance of becoming a viable user interface for applications requiring manipulation of complex three-dimensional information as a daily routine. In essence, we are searching for a 3-D user interface metaphor as powerful as the desktop metaphor for 2-D. At the heart of the Studierstube system, collaborative augmented reality is used to embed computer-generated images into the real work environment. In the first part of this paper, we review the user interface of the initial Studierstube system, in particular the implementation of collaborative augmented reality, and the Personal Interaction Panel, a two-handed interface for interaction with the system. In the second part, an extended Studierstube system based on a heterogeneous distributed architecture is presented. This system allows the user to combine multiple approaches— augmented reality, projection displays, and ubiquitous computing—to the interface as needed. The environment is controlled by the Personal Interaction Panel, a twohanded, pen-and-pad interface that has versatile uses for interacting with the virtual environment. Studierstube also borrows elements from the desktop, such as multitasking and multi-windowing. The resulting software architecture is a user interface management system for complex augmented reality applications. The presentation is complemented by selected application examples.


Author(s):  
Tetiana Luhova

The purpose of the study is to identify the features of the use of augmented reality technologies in the training of specialists in information, library and archival studies, who can solve specialized problems in the professional field, characterized by the complexity and uncertainty of the conditions and provide for the application of the provisions and methods of information, library and archival affairs. Work in project student groups to develop library augmented reality is a synergistic educational model that combines different pedagogical strategy: problem-based (PBL), innovative learning (IBL), project-based (PjBL), active learning (AL), deeper learning and game-based learning (GBL). The study proposes an interdisciplinary approach to teaching student librarians: a combination of applied augmented reality research for academic libraries and problem-oriented student learning, learning in the development process for innovations. The method of infographics comparative analysis was used. The article raises the issues of convergence of traditional forms of theoretical and practical training and the organization of innovative activities of students in the space of the academic library on the example of the development of AR-technologies. Peculiarities of development and implementation of augmented reality information technologies in work with documentary funds of academic libraries in the process of problem-based learning focused on innovations are determined. AR-marker technology has been intuitive for humanities students and facilitates the annotation and indexing of library documents. AR-technologies allow playfully to delve into documentary and library science aspects of creating the content of an AR document to master the skills of compiling thematic references. In the concepts of PBL and IBL, the primary emphasis is placed on the applied solution of problems and implementing innovations that meet the needs of a particular organization. This undermines the value of fundamental theoretical learning. We show the value of theoretical lecture material, on the example of the development of augmented reality for academic libraries by student librarians. We prove the importance of correlating lecture material as a starting point for student innovations to the actual needs of the academic library. The results of the research will be an impetus for implementing PBL & IBL in higher education in developing innovations by students in new learning environments (internships, information industry), such as academic libraries. Also initiate the work on implementing AR information technologies in the activities of university libraries. AR is a significant addition to the tools that university and libraries can use to engage their audiences to information literacy training. This should promote the librarianship and increase the status of the university. The students’ work with AR library technology is characterized by complexity, interdisciplinary nature, the collaboration of students of humanities and technical profiles. All this develops in students important competencies: creativity, ability to apply theory, work in a team, learn, developer responsibility, systematic thinking, involvement, focusing on innovation. The paper proposes to consider AR information technologies not only in the perspective of programming but also as a tool for PBL-AL-PjBL-GBL-IBL of student librarians, and as a subject of library and document researches (new tools of documentation). We emphasize fundamental learning and its constant testing in practice. The starting point in the development of innovations by students is the educational material, not the needs of the organization for which the innovations are developed. Because the process of innovation is a learning experience designed to show the applied power of theoretical knowledge. A multifactor model for evaluating student innovations is proposed.


Machines ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 29 ◽  
Author(s):  
Leonardo Frizziero ◽  
Alfredo Liverani ◽  
Gianni Caligiana ◽  
Giampiero Donnici ◽  
Luca Chinaglia

Today’s market drives companies to change, adapt, and compete. Many consumers are increasingly looking at price, without sacrificing quality. In order to be attractive to the customer, companies must be able to offer the required quality at the lowest possible price. The life cycle of many products has been shortened compared to the past because now technologies are evolving faster. For these reasons, it is important that companies reevaluate all the operations that are carried out within them, to optimize them and eventually adopt new technologies if they offer interesting opportunities. In this discussion, we first study the design for disassembly, a technique that can bring several advantages during the life cycle of a component, offering the possibility of reducing time and cost of disassembling a product, and better reuse of the different materials of which it is composed. Subsequently, augmented reality is discussed, and how this technology is exploited in the world, especially in the industrial sector. During the work, we discuss a case study, with the gearbox being the object of analysis. This allows us to apply the theoretical concepts illustrated in a concrete way, allowing for a better understanding of the topics.


Author(s):  
Maja Murnik

The chapter discusses the changes the body has been subjected to in the 21st century and especially when it enters the digital worlds. The starting point for the reflection of the body today is its floating position in contemporary mixed and augmented reality. By deploying the notions of ‘body image' and ‘body schema,' elaborated by French phenomenologist M. Merleau-Ponty, various features of digital embodiment are discussed. After discussing several forms of the techno-modelled body (also mentioning the issue of life addressed in it), the chapter turns to the examples of body-related performance art in the virtual world of Second Life that explicitly raise questions about the body in the digital world, and within Second Life in particular (the examples discussed are: Synthetic Performances and I know that it's all a state of mind by 0100101110101101.ORG, Come to Heaven by Gazira Babeli and ZeroG SkyDancers by DanCoyote, etc.).


2005 ◽  
Vol 1 (1) ◽  
pp. 41-80 ◽  
Author(s):  
Christoph Endres ◽  
Andreas Butz ◽  
Asa MacWilliams

In this survey, we discuss 29 software infrastructures and frameworks which support the construction of distributed interactive systems. They range from small projects with one implemented prototype to large scale research efforts, and they come from the fields of Augmented Reality (AR), Intelligent Environments, and Distributed Mobile Systems. In their own way, they can all be used to implement various aspects of the ubiquitous computing vision as described by Mark Weiser [60]. This survey is meant as a starting point for new projects, in order to choose an existing infrastructure for reuse, or to get an overview before designing a new one. It tries to provide a systematic, relatively broad (and necessarily not very deep) overview, while pointing to relevant literature for in-depth study of the systems discussed.


2017 ◽  
Vol 11 ◽  
pp. 1481-1488 ◽  
Author(s):  
Francesco Osti ◽  
Alessandro Ceruti ◽  
Alfredo Liverani ◽  
Gianni Caligiana

2021 ◽  
Vol 102 ◽  
pp. 04022
Author(s):  
William L. Martens ◽  
Michael Cohen

When seated users of multimodal augmented reality (AR) systems attempt to navigate unfamiliar environments, they can become disoriented during their initial travel through a remote environment that is displayed for them via that AR display technology. Even when the multimodal displays provide mutually coherent visual, auditory, and vestibular cues to the movement of seated users through a remote environment (such as a maze), those users may make errors in judging their own orientation and position relative to their starting point, and also may have difficulty determining what moves to make in order to return themselves to their starting point. In a number of investigations using multimodal AR systems featuring realtime servocontrolled movement of seated users, the relative contribution of spatial auditory display technology was examined across a variety of spatial navigation scenarios. The results of those investigations have implications for the effective use of the auditory component of a multimodal AR system in applications supporting spatial navigation through a physical environment.


2021 ◽  
Vol 47 (2) ◽  
pp. 223-242
Author(s):  
Mattias Arvola ◽  
Inger Edforss Fuchs ◽  
Ingemar Nyman ◽  
Anders Szczepanski

This paper describes a research project that explored the use of mobile augmented reality combined with outdoor education in a Swedish primary school. Special attention was paid to mobile augmented reality (AR). Project documentation and communication were reviewed, three iterations of design and usability evaluations of the Minnesmark mobile AR platform was made. Observations and interviews were held with teachers and students. The results describe early experiments, and both the opportunities and challenges that faced the participating teachers. The opportunities included connecting the outdoor learning environment and the indoor learning environment, directing the students' focus, posing questions and affording actions, rendering symbols and timelines visible, providing a point of entry to the context and the narrative, and facilitating conceptualization. Challenges concerned how to make pedagogical use of the landscape, producing or choosing content, structuring processes, setting up student groups, and aligning activities and content with learning objectives. It is concluded that the teachers and the students used the mobile augmented reality to make places in the local environment, outside the classroom, the starting point to increase the authenticity of the teaching.


2019 ◽  
Vol 9 (10) ◽  
pp. 2115 ◽  
Author(s):  
Federico Manuri ◽  
Alessandro Pizzigalli ◽  
Andrea Sanna

Maintenance has been one of the most important domains for augmented reality (AR) since its inception. AR applications enable technicians to receive visual and audio computer-generated aids while performing different activities, such as assembling, repairing, or maintenance procedures. These procedures are usually organized as a sequence of steps, each one involving an elementary action to be performed by the user. However, since it is not possible to automatically validate the users actions, they might incorrectly execute or miss some steps. Thus, a relevant open problem is to provide users with some sort of automated verification tool. This paper presents a system, used to support maintenance procedures through AR, which tries to address the validation problem. The novel technology consists of a computer vision algorithm able to evaluate, at each step of a maintenance procedure, if the user correctly completed the assigned task or not. The validation occurs by comparing an image of the final status of the machinery, after the user has performed the task, and a virtual 3D representation of the expected final status. Moreover, in order to avoid false positives, the system can identify both motions in the scene and changes in the camera’s zoom and/or position, thus enhancing the robustness of the validation phase. Tests demonstrate that the proposed system can effectively help the user in detecting and avoiding errors during the maintenance process.


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