The adoption of Digital Twin (DT) solutions for industrial purposes is increasing among small- and medium-sized enterprises and is already being integrated into many large-scale companies. As there is an increasing need for faster production and shortening of the learning curve for new emerging technologies, Virtual Reality (VR) interfaces for enterprise manufacturing DTs seem to be a good solution. Furthermore, with the emergence of Industry 5.0 (I5.0) paradigm, human operators will be increasingly integrated in the systems interfaces though advanced interactions, pervasive sensors, real time tracking and data acquisition. This scenario is especially relevant in collaborative automated systems where the introduction of immersive VR interfaces based on production cell DTs might provide a solution for the integration of the human factors in the modern industrial scenarios. This study presents experimental results of the comparison between users controlling a physical industrial robot system via a traditional teach pendant and a DT leveraging a VR user interface. The study group involves forty subjects including experts in robotics and VR as well as non-experts. An analysis of the data gathered in both the real and the virtual use case scenario is provided. The collected information includes time for performing a task with an industrial robot, stress level evaluation, physical and mental effort, and the human subjects’ perceptions of the physical and simulated robots. Additionally, operator gazes were tracked in the VR environment. In this study, VR interfaces in the DT representation are exploited to gather user centered metrics and validate efficiency and safety standards for modern collaborative industrial systems in I5.0. The goal is to evaluate how the operators perceive and respond to the virtual robot and user interface while interacting with them and detect if any degradation of user experience and task efficiency exists compared to the real robot interfaces. Results demonstrate that the use of DT VR interfaces is comparable to traditional tech pendants for the given task and might be a valuable substitute of physical interfaces. Despite improving the overall task performance and considering the higher stress levels detected while using the DT VR interface, further studies are necessary to provide a clearer validation of both interfaces and user impact assessment methods.
Mild cognitive impairment (MCI) is an early stage of cognitive abilities loss and puts older adults at higher risk of developing dementia. Virtual reality (VR) could represent a tool for the early assessment of this pathological condition and for administering cognitive training. This work presents a study evaluating the acceptance and the user experience of an immersive VR application representing a supermarket. As the same application had already been assessed in Italy, we aimed to perform the same study in Estonia in order to compare the outcomes in the two populations. Fifteen older adults with MCI were enrolled in one Rehabilitation Center of Estonia and tried the supermarket once. Afterwards, they were administered questionnaires aimed at evaluating their technology acceptance, sense of presence, and cybersickness. Estonian participants reported low side effects and discrete enjoyment, and a sense of presence. Nonetheless, their intention to use the technology decreased after the experience. The comparison between Italian and Estonian older adults showed that cybersickness was comparable, but technology acceptance and sense of presence were significantly lower in the Estonian group. Thus, we argue that: (i) cultural and social backgrounds influence technology acceptance; (ii) technology acceptance was rather mediated by the absence of positive feelings rather than cybersickness.
Universal solutions for industrial robot integration are urgent requirements for companies looking for machine interconnectivity, and tailor-made manufacturing systems design. These solutions must be supported by modular and open-source components and Extended Reality (XR) interfaces. Robot...
Environmental awareness and technological advancements for self-driving cars are close to making autonomous vehicles (AV) a reality in everyday scenarios and a part of smart cities’ transportation systems. The perception of safety and trust towards AVs of passengers and other agents in the urban scenario, being pedestrians, cyclists, scooter drivers or car drivers, is of primary importance and the theme of investigation of many research groups. Driver-to-driver communication channels as much as car-to-driver human–machine interfaces (HMI) are well established and part of normal training and experience. The situation is different when users must cope with driverless and autonomous vehicles, both as passengers and as agents sharing the same urban domain. This research focuses on the new challenges of connected driverless vehicles, investigating an emerging topic, namely the language of driving (LoD) between these machines and humans participating in traffic scenarios. This work presents the results of a field study conducted at Tallinn University Technology campus with the ISEAUTO autonomous driving shuttle, including interviews with 176 subjects communicating using LoD. Furthermore, this study combines expert focus group interviews to build a joint base of needs and requirements for AVs in public spaces. Based on previous studies and questionnaire results, we established the hypotheses that we can enhance physical survey results using experimental scenarios with VR/AR tools to allow the fast prototyping of different external and internal HMIs, facilitating the assessment of communication efficacy, evaluation of usability, and impact on the users. The aim is to point out how we can enhance AV design and LoD communications using XR tools. The scenarios were chosen to be inclusive and support the needs of different demographics while at the same time determining the limitations of surveys and real-world experimental scenarios in LoD testing and design for future pilots.
Game activity is fundamental for children’s cognitive and social development. During recent years, technology development has led to changes in several areas, including the ludic one. However, while in the literature, there are plenty of studies that report the importance of technology-based games in rehabilitation program, little attention has been paid to their role as pure entertainment. In contrast, the market does not provide videogames that are engaging, accessible, and inclusive. In this context, a survey was distributed to families who have a child with neuromotor limitations to investigate how these children deal with play, in particular with videogames, and what the requirements are for accessible and inclusive videogames. FightTheStroke distributed the questionnaire to families with a child with neuromotor impairments in April 2020. Fifty-six families responded to the survey. The answers revealed that children generally manifest positive feelings when playing with videogames, especially with cooperative ones, even if they are not fully accessible. The survey also collected user needs and suggestions from families about the design of videogames for neuromotor-impaired children. Guidelines derived from the survey are reported for the development of entertaining, inclusive, and accessible videogames, playable by children with neuromotor disabilities.
This paper aims to analyze the requirements and leading aspects to be considered in the design of virtual labs for engineering courses. We propose a framework to meet the requirements of virtual lab activities, integrating didactic and research purposes with the Digital Twin as enabling technology. The framework is the result of the analysis of the technical aspects of using immersive technologies as Extended Reality, together with the experiences collected from interviews and pilot testing in workshops with students, teachers, and lab managers of three institutions implementing the virtual lab concept. The results of this study are part of the Erasmus+ Virtual Labs for Digital Engineering Education (VirLaDEE) project, developing interconnected digital twins of physical engineering labs for quality and inclusive engineering education through state-of-the-art virtual technologies.