Human factors and ergonomics
Ambito disciplinare
-
Critical Ergonomics and (Dis)Comfort Factors While Performing Tasks with Hand Tools on a Ladder: A Pilot Study
Applied Sciences (Switzerland), 14(6)
Abstract
Falls at height are among the major causes of fatal accidents at work, especially in the construction sector. Maintaining balance while performing a tool with both hands generates physical efforts and mental loading that needs to be managed for workers' safety and health. The purpose of the study is to compare perceived (dis)comfort (overall and localized), the ergonomic risk, and the perceived effort through the acquired postures that subjects assumed during the execution of simple and common tasks both on a ladder and on the ground. 26 subjects were asked to perform four tasks in both conditions: top screwing, frontal screwing, object picking from the bottom forward, and object picking from the bottom sideways. Subjective and objective data were gathered for assessing subjective experience (discomfort and effort, perceived) and ergonomic risk. Results highlighted few ergonomic risk differences among “on ladder†and “on ground†tasks, while subjective data reveal significant differences in different scenarios. Furthermore, the knees and neck areas are the most critical ones.
Keywords: discomfort , ergonomics , hand tools , ladder , working at height
-
Shed Light on the Path of Human-Machine Interaction in Autonomous Vehicles: Where Did We Come from? Part II, Search Strategy, Findings and Perspectives
Lecture Notes in Mechanical Engineering, pp. 327-334
Abstract
As vehicles have become more complicated, Human-Machine Interaction (HMI) is becoming crucial. Nowadays, HMI is a substantial element in autonomous vehicles (AVs). Numerous studies are lately being published regarding significant parameters of AVs which can affect HMI. Hence, it is imperative to have a comprehensive prospect, to improve people's acceptance of AVs. In AVs, the driver's role will change to a passenger, however, it can be switched in some special situations. This work is divided in two parts: the first study has mapped from 299 papers in this area and found the most impressive concerns of people in using AVs. Various researchers' approach has shown a dramatic shift from physical parameters to psycho-emotional ones; as results, trust and comfort are ranked first and second in the reviewed articles, respectively. The second part is dedicated to the explanation of methodology, the synthesis of findings and the perspectives about the future scenarios. Key findings and some insightful observations on the future of this approach are discussed in this section of the article. As a conclusion, we developed a novel model named 3p consisting of personal, psycho-emotional, and physical parameters, which states the current trend of momentous features affecting HMI in AVs.
Keywords: Comfort , Design model , Human-Autonomous Vehicle Interaction , Trust , User Experience
-
Shed Light on the Path of Human-Machine Interaction in Autonomous Vehicles: Where Did We Come from, Where We Are Going? Part I, State of the Art
Lecture Notes in Mechanical Engineering, pp. 301-309
Abstract
As vehicles have become more complicated, Human-Machine Interaction (HMI) is becoming crucial. Nowadays, HMI is a substantial element in autonomous vehicles (AVs). Numerous studies are lately being published regarding significant parameters of AVs which can affect HMI. Hence, it is imperative to have a comprehensive prospect, to improve people's acceptance of AVs. In AVs, the driver's role will change to a passenger, however, it can be switched in some special situations. This work is divided in two parts: the first study has mapped from 299 papers in this area and found the most impressive concerns of people in using AVs. Regarding the researchers' expertise and aim(s), each study has investigated the interactions between human and vehicle from a specific facet. In general, it can be claimed that a dramatic shift from physical parameters to psycho-emotional ones can be observed in recent years. The results showed that trust and comfort are ranked first and second in the reviewed articles, respectively. The second part is dedicated to the explanation of methodology, the synthesis of findings and the perspectives about the future scenarios. Finally, a novel model named 3p is proposed which includes personal, psycho-emotional, and physical parameters, and states the current trend of momentous features affecting HMI in AVs.
Keywords: Comfort , Design model , Human-Autonomous Vehicle Interaction , Trust , User experience
-
An Image Processing-Based Method to Analyze Driver Visual Behavior Using Eye-Tracker Data
Applied Sciences (Switzerland), 14(14)
Design methods for mobilityImage Processing & Applications
Abstract
This paper presents a practical method for analyzing drivers' eye movements, providing a valuable tool for understanding their behavior during driving simulations. The method, which utilizes an image processing technique, addresses the challenges when the driver's attention is on points without information about the image depth. The screen image changes or moves with the simulation. It allows us to identify the gaze position relative to the road, determining whether the glance is inside or outside. This is achieved by transforming RGB images (frames) collected by the eye-tracker video camera into a b/w image using the Canny filter. This filter can identify objects' contours by evaluating the change in color of their surfaces. A window is then applied to these new images to extract information about the gaze position in the real world. Four drivers were used as a sample for the method's testing. The findings demonstrate various driver variations and a disparity between driving in curved and rectilinear segments. The gaze is typically inside the road in curved sections, whereas in rectilinear sections, the gaze is frequently outside.
Keywords: driver behavior , driving simulator , eye-tracker , gaze analysis , image processing
-
User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications
Multimodal Technologies and Interaction, 8(5)
Abstract
The advancement of Augmented Reality (AR) technology has been remarkable, enabling the augmentation of user perception with timely information. This progress holds great promise in the field of interaction design. However, the mere advancement of technology is not enough to ensure widespread adoption. The user dimension has been somewhat overlooked in AR research due to a lack of attention to user motivations, needs, usability, and perceived value. The critical aspects of AR technology tend to be overshadowed by the technology itself. To ensure appropriate future assessments, it is necessary to thoroughly examine and categorize all the methods used for AR technology validation. By identifying and classifying these evaluation methods, researchers and practitioners will be better equipped to develop and validate new AR techniques and applications. Therefore, comprehensive and systematic evaluations are critical to the advancement and sustainability of AR technology. This paper presents a theoretical framework derived from a cluster analysis of the most efficient evaluation methods for AR extracted from 399 papers. Evaluation methods were clustered according to the application domains and the human–computer interaction aspects to be investigated. This framework should facilitate rapid development cycles prioritizing user requirements, ultimately leading to groundbreaking interaction methods accessible to a broader audience beyond research and development centers.
Keywords: augmented reality , evaluation framework , human–computer interaction , methods and tools , user evaluation , user testing
-
Virtual/augmented reality-based human–machine interface and interaction modes in airport control towers
Scientific Reports, 14(1)
Design methods for mobilityVirtual and augmented reality
Abstract
The concept of an innovative human–machine interface and interaction modes based on virtual and augmented reality technologies for airport control towers has been developed with the aim of increasing the human performances and situational awareness of air traffic control operators. By presenting digital information through see-through head-mounted displays superimposed over the out-of-the-tower view, the proposed interface should stimulate controllers to operate in a head-up position and, therefore, reduce the number of switches between a head-up and a head-down position even in low visibility conditions. This paper introduces the developed interface and describes the exercises conducted to validate the technical solutions developed, focusing on the simulation platform and exploited technologies, to demonstrate how virtual and augmented reality, along with additional features such as adaptive human–machine interface, multimodal interaction and attention guidance, enable a more natural and effective interaction in the control tower. The results of the human-in-the-loop real-time validation exercises show that the prototype concept is feasible from both an operational and technical perspective, the solution proves to support the air traffic controllers in working in a head-up position more than head-down even with low-visibility operational scenarios, and to lower the time to react in critical or alerting situations with a positive impact on the human performances of the user. While showcasing promising results, this study also identifies certain limitations and opportunities for refinement, aimed at further optimising the efficacy and usability of the proposed interface.
Keywords: Air traffic control , Airport control tower , Augmented reality , Human machine interface , Multimodal interaction , Safety nets
-
A New Approach for Assessing the Living Space of Narrow Environments: Integration of Digital Human Model Simulations in Virtual Reality
Lecture Notes in Mechanical Engineering, pp. 310-318
Design methods for mobilityProduct design and engineeringVirtual and augmented realityVirtual prototyping and digital twin
Abstract
Now a days new products are evaluated in the initial phases of product development in order to identify all design problems as early as possible before the prototype or manufacturing of the product. With advent growth in innovative technologies, simulation and testing of the human centered product designs are being performed using digital models & immersive to semi-immersive environments. There are numerous concepts and methods for this purpose, which have evidently proven to be effective solutions, such as Digital Human Modelling (DHM) or Human Model in the Loop simulations (HMITL), to facilitate ergonomic evaluations without interactions, and Virtual Reality (VR) technology to enable Human in the Loop (HIL) simulations in immersive environments along with interactions. These simulations are performed utilizing various software, which makes the data integration phase a complicated and time taking process. This paper elaborates on a new approach of adapting DHM analysis in a VR simulation for analyzing living space inside a 3D model using a single open-source platform, UNITY 3D. This process is expected to reduce the need for multiple programs during simulations, thereby reducing costs and time while providing uncomplicated visualizations. A use case scenario in view of assessing living space inside a novel aircraft lavatory design with baby table integration is also presented. This paper serves as a step towards inclusive design analysis and predicts its potential in various fields to study ergonomics and interaction of products at the early stage of product development.
Keywords: aircraft cabin design , Digital Human Modeling , Human Centered Design , product development , User Experience , Virtual Reality
-
Preliminary architecture design for human-in-the-loop control of robotic equipment in remote handling tasks: Case study on the NEFERTARI project
Fusion Engineering and Design, 206
Geometric dimensioning, tolerancing and inspectionVirtual and augmented realityVirtual prototyping and digital twin
Abstract
In this work, we present a general control architecture for robotic systems dedicated to the remote handling of in-vessel components in fusion machines. This control architecture will be tested for the inspection and maintenance of the first wall components of the RFX-mod2 experiment, in the scope of the New Equipment For the Experimental Research and Technological Advancement for the Rfx Infrastructure (NEFERTARI) project. The architecture is split into low-level and high-level layers. The former is used for the low-level control of the robotics systems and to manage safety; the latter is used for the high-level planning and implements several sub-modules, such as a Virtual Reality (VR) environment for the visualisation of the robot's digital twin. Moreover, an Application Programming Interface (API) is intended to connect the two layers, and the communication between modules and layers is provided by the ROS2 framework. A typical usage of such a framework involves a human operator who is teleoperating the real robot, data from motor encoders are used as inputs for the dynamic model module. This module is used to compute the forward dynamics in real-time, providing an accurate simulation of the robot (digital twin) in the virtual environment.
Keywords: Control architecture , Digital twin , Remote handling , Robotics , ROS2
-
A User-Centered Study on Virtual Reality Training Systems' Design Features
Lecture Notes in Mechanical Engineering, pp. 529-537
Engineering educationProduct design and engineeringVirtual and augmented reality
Abstract
This paper introduces a unique, feature-based methodology for determining the best design features of a Virtual Reality Training System (VRTS). It offers a holistic approach by using a revised Technology Acceptance Questionnaire, which assesses design features from a user's perspective, rather than relying solely on objective measures of training effectiveness. We implemented the methodology in an experimental campaign, which involved simulating manual processes in two VR platforms with different features. Both novice and experienced VR users participated in the study, evaluating design features for perceived usefulness and ease of use. The findings provide insights into improving VRTS design based on user experience, highlighting the potential of our feature-based methodology.
Keywords: Design Features , Manual Layup , Technology Acceptance , User Experience , Virtual Reality , Virtual Training
-
A virtual reality-based dual-mode robot teleoperation architecture
Robotica
Virtual and augmented realityVirtual prototyping and digital twin
Abstract
This paper proposes a virtual reality-based dual-mode teleoperation architecture to assist human operators in remotely operating robotic manipulation systems in a safe and flexible way. The architecture, implemented via a finite state machine, enables the operator to switch between two operational modes: the Approach mode, where the operator indirectly controls the robotic system by specifying its target configuration via the immersive virtual reality (VR) interface, and the Telemanip mode, where the operator directly controls the robot end-effector motion via input devices. The two independent control modes have been tested along the task of reaching a glass on a table by a sample population of 18 participants. Two working groups have been considered to distinguish users with previous experience with VR technologies from the novices. The results of the user study presented in this work show the potential of the proposed architecture in terms of usability, both physical and mental workload, and user satisfaction. Finally, a statistical analysis showed no significant differences along these three metrics between the two considered groups demonstrating ease of use of the proposed architecture by both people with and with no previous experience in VR.
Keywords: control mode , digital twin , human-robot interface , man-machine systems , remote control , teleoperation , virtual reality
-
Evaluating the Effectiveness of Cinematic Virtual Reality as a Tool to Improve Drivers' Attitudes Toward Traffic Safety
Lecture Notes in Mechanical Engineering, pp. 488-495
Design methods for mobilityEngineering educationVirtual and augmented reality
Abstract
In response to the increasing number of traffic accidents, industrialized countries are investing in educational programs to raise awareness of safe driving. The most common type of intervention to reduce risky driving behaviors is the showing of traumatic experience videos related to the occurrence of traffic accidents caused by incorrect and high-risk driving habits. However, the effectiveness of this intervention depends on several factors, including how this content is experienced. Nowadays, thanks to Cinematic Virtual Reality (CVR) technologies, new modalities of video content fruition can be exploited. In this work, we implemented a CVR application to show 360° videos of traffic accidents and evaluate the effectiveness of CVR as an educational intervention tool to improve drivers' attitudes toward traffic safety. A sample of 86 users aged 18 to 56 years answered a questionnaire on Attitudes Toward Traffic Safety Scale (ATTSS) administered before and after the CVR experience. In addition, a user experience questionnaire (UEQ) was administered. The results analysis of ATTSS questionnaires shows that the CVR experience increases risk awareness by inducing greater attention to safety while driving. Finally, the results of the UEQ questionnaire reveal that users positively evaluate the experience of using the system from hedonistic, pragmatic, and usability perspectives.
Keywords: 360 video , Educational Intervention , Traffic Safety , Virtual Reality
-
Enhancing Well-Being: A Comparative Study of Virtual Reality Chromotherapy Rooms with Static, Dynamic, and Empty Environments
Sensors, 24(6)
Abstract
Chromotherapy rooms (CRs) are physical spaces with colored lights able to enhance an individual's mood, well-being, and, in the long term, their health. Virtual reality technology can be used to implement CR (VRCRs) and provide higher flexibility at lower costs. However, existing VRCRs are limited to a few use cases, and they do not fully explore the potential and pitfalls of the technology. This work contributes by comparing three VRCR designs: empty, static, and dynamic. Empty is just a void but a blue-colored environment. Static adds static abstract graphics (flowers and sea texture), and dynamic adds dynamic elements (animated star particle systems, fractals, and ocean flow). All conditions include relaxing low-beta and ocean sounds. We conducted a between-subject experiment (n = 30) with the three conditions. Subjects compiled a self-perceived questionnaire and a mathematical stress test before and after the VRCR experience. The results demonstrated that the dynamic condition provided a higher sense of presence, while the self-perceived stress level was insignificant. Dynamic VR conditions are perceived as having a shorter duration, and participants declared that they felt more involved and engaged than in the other conditions. Overall, the study demonstrated that VRCRs have a non-trivial behavior and need further study of their design, especially considering their role in a future where VR will be an everyday working interface.
Keywords: color therapy , immersive virtual worlds , interaction design , stress management , user presence , wellbeing
-
The Mixed Tactile Catalog: Towards Tangible and Sustainable B2B Metaverse Fashion Showrooms
IEEE Computer Graphics and Applications
Design for sustainabilityProduct design and engineeringVirtual and augmented reality
Abstract
The metaverse, driven by mixed reality (MR), is positioned as the future market, revolutionizing product exploration in virtual space. Existing literature on this subject mainly focuses on Business-To-Consumer (B2C) perspectives, leaving a gap in understanding Business-To-Business (B2B) applications, particularly in the fashion industry. This paper introduces a “Mixed Tactile Catalog†(MTC) for B2B that combines a physical, foldable cardboard booth with an MR application linked to a Head-Mounted Display (HMD). Targeting the fashion sector's need for high standards in material evaluation, the MTC allows retailers and distributors to browse garments, customize material attributes, and receive visual and tangible feedback. Evaluation through a focus group of 10 industry experts revealed positive feedback. The MTC maintains the tangibility of traditional B2B showrooms and reduces the environmental impact by minimizing transportation, samples, and waste. This innovative approach offers an efficient and sustainable alternative to conventional physical showrooms, enhancing both economic and ecological aspects.
Keywords: Clothing , Extended reality , Haptic interfaces , Industries , Metaverse , Virtual reality , Visualization
-
Designing a Business-to-Business Virtual Fashion Showroom in the Metaverse: A Padded Jacket Case Study
Lecture Notes in Mechanical Engineering, pp. 546-553
Design for sustainabilityVirtual and augmented reality
Abstract
One key aspect of the fashion industry is the presence of small manufacturing companies and their need to present a sample collection to the reseller and find wholesalers. This Business-to-Business (B2B) activity is characterized by complex storytelling and communication methods to convey the value of the products: materials, finishes, sizes, and fit options. Usually, the showroom is used to present the garment collection, a representative of the manufacturer, and one or more resellers. Setting up a physical showroom is expensive and requires the transportation of the entire collection. During the pandemic, when physical interactions were severely limited, companies had to adopt alternative solutions by using the Internet to communicate with other companies. By the end of this period, the use of such solutions proved to be extremely convenient and practical. We present a Metaverse-based showroom, that differently from the literature focuses on B2B fashion showrooms instead of direct sales or retail. We based on the VRChat and used Head-Mounted Displays (HMD) to recreate a real-life showroom. The users are remotely seated at a shared desk in front of the catwalk. The reseller can interact with the following functions: collection presentation, fashion show participation, and material/color configuration. We conducted a user study with 10 expert subjects, simulating two remote-selling scenarios of a jacket collection from a partner company with real experienced sellers and distributors user and assessing the user experience measurement. The user test is measured with the User Experience Questionnaire (UEQ). The results showed positive evaluations in terms of attractivity, apprendibility, stimulation, originality, and positive outcomes regarding sustainability.
Keywords: Business-To-Business , Fashion Industry , Metaverse , Showroom , User Experience , Virtual Reality
-
Acoustic velocity and stability of tissue-mimicking echogenic materials for ultrasound training phantoms
Journal of Materials Science, 59(15), pp. 6509-6524
Methods for medical applications
Abstract
Purpose. High-fidelity mannequins are increasingly used to train the medical staff on many medical procedures. Lately, a new challenge regarding echogenic materials to build ultrasound-responding phantoms has emerged. The challenge is to find materials with a suitable combination of ultrasound velocity and consistency to the touch. Methods. Bibliographic research was performed to identify materials with promising stiffness, shape retention, and ultrasound velocity combinations. As-standardized-as-possible specimens were realized and tested using an A-mode ultrasound machine to evaluate the US velocity through them. Four differently doped silicones, five gelatin-based materials, five synthetic gelatins, and a 3D printable resin were included in the study. After being tested, the materials were monitored for 12 days to assess their durability and shape retention and tested again to evaluate the ultrasound velocity's stability. In the paper, the results of the characterization and follow-up of the materials are presented. Results. Outcomes show that gelatins are exceptional soft tissue-mimicking materials in terms of ultrasound velocity and consistency to the touch, but are poor in terms of overtime stability and therefore suitable for disposable short-term phantoms only. Doped silicones present lower ultrasound velocity compared to the reference value of 1540 m/s found in the literature, but excellent overtime stability, and shape retention properties. Values close to biological ones were also given by the Elastic 50A and by polyvinyl chloride plastisol. Conclusion. The paper gives a quantitative overview of the fidelity of both already-in-use and non-conventional materials, focusing on the ultrasound velocity value through them and their longevity in terms of macroscopically observed dehydration, shape retention, and bacterial onset.
-
ADAM: Automatic Development of Auxiliary Models. An Authoring Tool for Augmented Reality Technical Documentation
Lecture Notes in Mechanical Engineering, pp. 521-528
Geometric modeling and processingVirtual and augmented reality
Abstract
Over the decades, technical documentation has moved from paper to digital, until today in which operators, through Augmented Reality (AR), have the possibility to be helped in component location and recognition for different procedures. To support these activities, AR interfaces need to be developed with instructions provided through visual assets tailored to the information to convey. For localization tasks, auxiliary models, i.e., standard geometric shapes are the most suited. In this work, we propose ADAM (Automatic Development of Auxiliary Models): an authoring tool to support designers in generating various shapes of auxiliary models in the right dimensions and without modeling them in a CAD software. Thanks to this tool, the designer has a ready-to-use database of auxiliary models to choose from reusable in different AR technical documentations. In this way, ADAM allows to significantly reduce the time spent creating each auxiliary model from scratch. We validated our tool in a user study. A focus group of expert designers were asked to implement an AR interface, using auxiliary models for a localization task, with both ADAM Tool and the current authoring practice. The results confirmed that our tool outperforms the current authoring practice in terms of time performance and user experience.
Keywords: Augmented Reality , Authoring , Auxiliary Model , CAD , Technical Documentation
-
Advancing human–robot collaboration in handcrafted manufacturing: cobot-assisted polishing design boosted by virtual reality and human-in-the-loop
International Journal of Advanced Manufacturing Technology, 132(9-10), pp. 4489-4504
Abstract
Industry 5.0 envisions a future where seamless collaboration between humans and robots enhances efficiency, innovation, and coevolution. While collaborative robots have found widespread applications in manufacturing, particularly in tasks like pick-and-place and assembly, their integration into handcrafted manufacturing processes presents unique challenges. This article focuses on advancing technology in the less-explored field of cobot-assisted handcrafted manufacturing, specifically in the fashion industry, with a priority on reducing work-related risks. In handcrafted processes, which often involve intricate and artistic work, cobots face challenges related to nuanced decision-making, adaptability to customizations, and the need for precise manual dexterity. The study delves into the cobot-assisted polishing of leather shoes, addressing issues associated with product delicacy, process and knowledge formalization, versatility, and integration into existing manufacturing processes. To overcome these challenges, the research proposes the application of cobots in the initial polishing phase, which is the most physically demanding, allowing artisans to focus on finalization, quality control, and process supervision. The study also applies the concept of human-in-the-loop (HITL) and virtual reality simulation to optimize collaboration, ensuring safety, ergonomics, and efficiency. The article contributes to the scientific and industrial communities by pioneering the study of collaborative robotics in craftsmanship, successfully implementing human–robot collaboration (HRC) in an industrial setting, demonstrating the effectiveness of virtual simulation and HITL, and prioritizing human factors throughout the design and development of HRC. The insights gained from this research are crucial for achieving practical solutions in industrial environments while aligning with the performance objectives of companies and workers' well-being.
Keywords: Cobot-assisted polishing , Handcrafted manufacturing , Human-centered manufacturing , Human-in-the-loop , Human–robot collaboration , Virtual reality
-
Maintenance Procedure on WCLL Ancillary System–Virtual Reality Application
Lecture Notes in Mechanical Engineering, pp. 216-224
Virtual and augmented realityVirtual prototyping and digital twin
Abstract
Technologies such as Augmented Reality and Virtual Reality (AR-VR) are changing the way to design the models. These technologies prove useful across all design phases, yet their greatest application lies in supporting the entire life cycle of a system. They shine during maintenance operations and training sessions, effectively teaching operators intricate procedures. The Virtual Reality is a useful technology in the nuclear fusion field, where the immersive visualization scenarios can be applied in to simulate maintenance operation to be conducted in radioactive environment. This study was applied on the ITER Water-Cooled-Lead-Lithium Test-Blanket-Module (WCLL-TBM) ancillary systems. The performances of the virtual reality have been tested simulating an entire maintenance operation, focusing on three main parameters: i) time, crucial aspect in nuclear field where is important to reduce the exposition to the radioactive material; ii) obstacles identification, to avoid interference with other objects during maintenance operation; iii) ergonomic standard, to consider all ergonomic parameters like the mass of the object and the verify of a correct position of an operator in each single operation. A maintenance simulation has been developed through use of a Virtual Reality tool (HTC-VIVE pro-2).
Keywords: ITER , Maintenance , Virtual Reality
-
Strategic Action Line LI3: Factories for Humans
Springer Tracts in Mechanical Engineering, Part F3018, pp. 101-112
Design for sustainabilityProduct design and engineeringVirtual and augmented realityVirtual prototyping and digital twin
Abstract
The objective of this chapter is to describe the strategic action line related to the factories for humans (LI3). In particular, this chapter proposes research and innovation priorities aimed at designing and developing new solutions to enhance the role of human resources and their skills, and contribute to their satisfaction and wellbeing; research and experimentation of new technologies for reducing physical exertion, cooperation with advanced support systems, with collaborative robots and with AI-powered technologies; mapping of knowledge generated on the job, especially implicit knowledge, in a way that is compatible with privacy requirements, introducing advantages both on the human wellbeing front—whether the individuals are users, operators or managers—and in terms of business strategies and procedures. In this regard, innovative factories will need to be increasingly inclusive, strongly geared towards the engagement and participation of individuals (users, operators and managers). These models must take a human-centric approach to look into/investigate new technologies and all the dimensions through which the new factory is defined.
Keywords: Human–machine interaction , Safety and ergonomics , Skills and competences , Training , Workers
-
An Approach to Build Virtual Training Applications in Industry Using Low-Cost Equipment
Lecture Notes in Mechanical Engineering, pp. 496-503
Engineering educationVirtual and augmented realityVirtual prototyping and digital twin
Abstract
Virtual Training (VT) is a recently available modality that uses Virtual Reality (VR) technologies to train people within simulated environments. Companies can use VT to leverage the skills of their staff by avoiding risks related to real production thanks to the digital simulation possibilities and anticipating the training phases to reduce downtime of productive systems [1]. However, the use of VR-based immersive training is still limited in industry due to the cost of equipment and the lack of skilled people able to use VR platforms to effectively implement this type of simulations. This paper deals with the application of low-cost VR equipment to develop virtual training applications. It defines a methodology to create suitable applications for smartphones to be displayed by low-cost, highly portable Google Cardboard. Such equipment could be easily used also by small and medium-sized enterprises (SMEs) that do not have large capitals to invest in traditional VR viewers but are still interested in exploring the adoption of digital tools for training. A case study is presented related to assembly of a 3D printer.
Keywords: Digital Simulation , Ergonomics , Human-centered de-sign , Virtual training , X-reality