This paper discusses the potential benefits of using augmented reality (AR) technology to enhance human–robot collaborative industrial processes. The authors describe a real-world use case at Siemens premises in which an AR-based authoring tool is used to reduce cognitive load, assist human workers in training robots, and support calibration and inspection tasks during assembly tasks. The study highlights the potential of AR as a solution for optimizing human–robot collaboration and improving productivity. The article describes the methodology used to deploy and evaluate the ARContent tool, which demonstrated improved usability, reduced task load, and increased efficiency in the assembly process. However, the study is limited by the restricted availability of workers and their knowledge of assembly tasks with robots. The authors suggest that future work should focus on testing the ARContent tool with a larger user pool and improving the authoring tool based on the shortcomings identified during the study. Overall, this work shows the potential for AR technology to revolutionize industrial processes and improve collaboration between humans and robots.
1 January 2012 in International Journal of Heritage in the Digital Era
Today museums around the world offer their content through two basic methods: a simple view of their artworks through a content viewer, or through a custom designed 2D or 3D virtual exhibition in which the pieces and the scene are static. This paper describes a 3DPublish tool which represents an alternative to these two static solutions thereby giving the possibility to dynamically manage a 3D virtual scenario (real or imaginary) and the artwork that composes it. This gives the user a most realistic experience through different exhibitions, using various added value methods like storytelling or virtual tours. 3DPublish will facilitate the museum curator's daily tasks and will improve the final results for 3D virtual museum exhibitions. This application was created as part of the Tourspheres project, whose challenge is to explore new measurement systems to reach a more valuable tourist behavior comprehension. But after the experience (presented in this paper as a case study) of creating a custom development for an exhibition for the Kubo Gallery in San Sebastian (SPAIN), the work focused on abstracting all processes to package the 3DPublish tool with the aim that it becomes a commercial solution.
The Metaverse [Mystakidis 2022], represents a universe beyond reality, where the boundaries between the physical and digital realms merge seamlessly. It exists as a continuous and enduring multi-user environment, facilitated by the convergence of technologies that allow for immersive interactions with virtual environments such as Virtual Reality (VR), Augmented Reality (AR), digital entities, and workers. The approach in the application of this concept, in a real use case in an electrical substation, involves a bridge between MR and VR technologies, for a multi-user and multi-platform remote collaboration, supported by 5G communications and Edge Computing to manage visualisation and interaction through a cloud video-audio streaming. There is also management of real data acquisition from an autonomous mobile field robot, BIM Models of electrical structures and the integration of complex information systems, adding context to the experience.
31 January 2023 in International Journal of Production Management and Engineering
Nowadays, Virtual and Augmented Reality have begun to be integrated in the educational field for the creation of immersive learning environments. This research presents the results of a project called “EDUKA: Intelligent tutor and author tool for the personalised generation of itineraries and training activities in immersive 3D and 360º educational environments”, funded by the Basque Government (BG) (Economic Development, Sustainability and Environment Department). The project started in April 2018 and was completed in December 2020. Nowadays, an improved version is being developed in a project called IKASNEED, also supported by the BG. The aim of the study was to develop research around a set of latest generation technologies that offer interdependence to educational centres for the adoption, development and integration of Virtual Reality (VR), Augmented Reality (AR) and immersive content technologies in their study plans.
Accurate determination of the 6D pose of an object is important in Augmented Reality (AR) to align and anchor virtual elements within the real world. Achieving seamless and proper alignment of virtual objects within RGB image sequences enables AR to provide spatial value. For this purpose, the estimation of the 6D pose is one of the most relevant techniques, yet it remains a significant challenge. While there has been significant research in the field of 6D object estimation from RGB images, many challenges remain unresolved. Our analysis offers a thorough examination of modern methods based on deep learning due to their ability to deliver state-of-the-art results in 6D pose estimation, while addressing challenges such as changes in lighting, occlusions, background clutter and other environmental factors. We also consider the standard datasets and metrics to compare performance, perform a qualitative analysis from different perspectives and summarize the main technical challenges and trends in this topic, always from an application-oriented perspective in the context of AR.