Virtual Reality Applications Center



Evaluating the Oculus Rift as a VR assembly training tool Brittney Hill1, Emma R. Dodoo2, Austin Garcia3Melynda Hoover3, Adam Kohl3, Anastacia MacAllister3, Jonathan Schlueter3, Eliot Winer Ph.D.3Iowa State University Virtual Reality Applications Center, Ames, IA, 500101. Georgia State University2. The Pennsylvania State University3. Iowa State UniversityAbstractManufacturing is collectively understood as the making of goods or wares by manual labor or by machinery, especially on a large scale. The addition of machinery to this definition occurred after the Industrial Revolution; introducing new technology that allowed for better and more efficient manufacturing processes. Recent technological advances have introduced potential opportunities with the ability to improve the current production system. Assembly is considered one of the important processes in manufacturing.Previous studies have shown that product assembly training in the manufacturing industry has predominantly focused on traditional methods such as textbook learning, and more recently, video guidance; though these conventional methods have sufficed for years, when compared to virtual reality, 2D methods of learning have resulted in more errors and an increase in production cost and time. On the contrary, training with the VR counterpart has demonstrated effectiveness and efficiency for the manufacturer by virtue of reduced production time and costs. This had been displayed through the release of commercial virtual reality (VR) head mounted displays (HMD) and the level of immersion in a virtual environment (VE) is heavily impacted by the amount and type of interaction between the user and the environment.However, because of the recentness of virtual reality’s commercial availability, research on training interfaces in manufacturing environments is limited. The prototype addressed in this paper was developed to test the viability of using a VR HMD as an assembly training tool with hopes that this tool may be used to improve training processes in the future.Keywords: Head Mounted Displays, Virtual Reality, Assembly Training, Manufacturing IntroductionVirtual reality (VR) is a thriving industry with technology that is consistently increasing in popularity. As a result, VR has been applied successfully to hundreds, if not thousands, of scenarios in diverse areas including rapid prototyping, manufacturing, scientific visualization, engineering, and education ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1016/j.jmatprotec.2004.04.401", "abstract" : "Virtual reality (VR) is a rapidly developing computer interface that strives to immerse the user completely within an experimental simulation, thereby greatly enhancing the overall impact and providing a much more intuitive link between the computer and the human participants. Virtual reality has been applied successfully to hundreds if not thousands of scenarios in diverse areas including rapid proto-typing, manufacturing, scientific visualisation, engineering, and education. 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With a projected growth of eight billion USD in revenue by 2025, along with its AR counterpart ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1017/CBO9781107415324.004", "ISBN" : "9788578110796", "ISSN" : "1098-6596", "PMID" : "25246403", "abstract" : "applicability for this approach.", "author" : [ { "dropping-particle" : "", "family" : "Bellini", "given" : "Heather", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Chen", "given" : "Wei", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Sugiyama", "given" : "Masaru", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Shin", "given" : "Marcus", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Alam", "given" : "Shateel", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Takayama", "given" : "Daiki", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Profiles in Innovation", "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "2016" ] ] }, "number-of-pages" : "1-30", "title" : "Virtual & Augmented Reality: Understanding the race for the next computing platform", "type" : "report" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[2]", "plainTextFormattedCitation" : "[2]", "previouslyFormattedCitation" : "[2]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[2], companies and organizations are now more open to adopting virtual reality practices in their workforce than ever before. VR is described as a 4D simulation of the real world, including the 3D geometry space, 1D time and the immersive or semi-immersive interaction interface ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1016/j.cirp.2012.05.010", "ISSN" : "00078506", "abstract" : "This paper reviews the research and development of augmented reality (AR) applications in design and manufacturing. It consists of seven main sections. The first section introduces the background of manufacturing simulation applications and the initial AR developments. The second section describes the current hardware and software tools associated with AR. The third section reports on the various studies of design and manufacturing activities, such as AR collaborative design, robot path planning, plant layout, maintenance, CNC simulation, and assembly using AR tools and techniques. The fourth section outlines the technology challenges in AR. Section 5 looks at some of the industrial applications. Section 6 addresses the human factors and interactions in AR systems. 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The immersive nature of this 4D simulation is what makes VR so attractive to institutions planning to train workers for manufacturing task. Virtual reality-based training is the world’s most advanced method of teaching manufacturing skills and processes to employees ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1016/j.jmatprotec.2004.04.401", "abstract" : "Virtual reality (VR) is a rapidly developing computer interface that strives to immerse the user completely within an experimental simulation, thereby greatly enhancing the overall impact and providing a much more intuitive link between the computer and the human participants. Virtual reality has been applied successfully to hundreds if not thousands of scenarios in diverse areas including rapid proto-typing, manufacturing, scientific visualisation, engineering, and education. 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Instructing newcomers by fully immersing them in a virtual world allows them to acquire an atmosphere of realism that is not otherwise generated in 2D training mechanisms. Studies have concluded that realistic procedural simulations, especially with haptic feedback, lead to better performances, faster performance curves, and a high transfer of operative skill ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1007/s00464-008-0298-x", "ISBN" : "1432-2218 (Electronic)\\r0930-2794 (Linking)", "ISSN" : "09302794", "PMID" : "19118414", "abstract" : "BACKGROUND: Virtual reality (VR) as surgical training tool has become a state-of-the-art technique in training and teaching skills for minimally invasive surgery (MIS). Although intuitively appealing, the true benefits of haptic (VR training) platforms are unknown. Many questions about haptic feedback in the different areas of surgical skills (training) need to be answered before adding costly haptic feedback in VR simulation for MIS training. This study was designed to review the current status and value of haptic feedback in conventional and robot-assisted MIS and training by using virtual reality simulation.\\n\\nMETHODS: A systematic review of the literature was undertaken using PubMed and MEDLINE. The following search terms were used: Haptic feedback OR Haptics OR Force feedback AND/OR Minimal Invasive Surgery AND/OR Minimal Access Surgery AND/OR Robotics AND/OR Robotic Surgery AND/OR Endoscopic Surgery AND/OR Virtual Reality AND/OR Simulation OR Surgical Training/Education.\\n\\nRESULTS: The results were assessed according to level of evidence as reflected by the Oxford Centre of Evidence-based Medicine Levels of Evidence.\\n\\nCONCLUSIONS: In the current literature, no firm consensus exists on the importance of haptic feedback in performing minimally invasive surgery. Although the majority of the results show positive assessment of the benefits of force feedback, results are ambivalent and not unanimous on the subject. Benefits are least disputed when related to surgery using robotics, because there is no haptic feedback in currently used robotics. The addition of haptics is believed to reduce surgical errors resulting from a lack of it, especially in knot tying. 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Though virtual reality has been a presence for nearly half a century, there has been a recent burst of high quality commercially available VR head mounted display’s (HMD’s) that are affordable for the average consumer. This has expanded possibilities for applicable fields where VR could have an impact, such as assembly training. Consequently, research in factory training lacks extensive reviews of plausible user interfaces. This paper's aim is to analyze research conducted on training interfaces and virtual reality simulations in order to conclude a comprehensive user interface for assembly training. This paper test the feasibility of employing virtual reality immersive environments as a method to train workers for assembly line task. By simulating authentic workshop elements to create a realistic visual environment, it is inferred that a trainee will gain better knowledge of their production environment and task prior to the time allotted for actual production.BackgroundThe benefits that transpire when adopting virtual reality for training purposes have been documented in academia for years and all with relatively similar results. Laparoscopic surgery is presumably the most researched when it comes to virtual reality training simulations, and the research yields astounding results. VR-trained surgeons reported 29% less time spent performing operations and were 5 times less likely to cause errors ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1097/01.SLA.0000028969.51489.B4", "ISBN" : "0003-4932 (Print)\\r0003-4932 (Linking)", "ISSN" : "0003-4932", "PMID" : "12368674", "abstract" : "OBJECTIVE: To demonstrate that virtual reality (VR) training transfers technical skills to the operating room (OR) environment.\\n\\nSUMMARY BACKGROUND DATA: The use of VR surgical simulation to train skills and reduce error risk in the OR has never been demonstrated in a prospective, randomized, blinded study.\\n\\nMETHODS: Sixteen surgical residents (PGY 1-4) had baseline psychomotor abilities assessed, then were randomized to either VR training (MIST VR simulator diathermy task) until expert criterion levels established by experienced laparoscopists were achieved (n = 8), or control non-VR-trained (n = 8). All subjects performed laparoscopic cholecystectomy with an attending surgeon blinded to training status. Videotapes of gallbladder dissection were reviewed independently by two investigators blinded to subject identity and training, and scored for eight predefined errors for each procedure minute (interrater reliability of error assessment r > 0.80).\\n\\nRESULTS: No differences in baseline assessments were found between groups. Gallbladder dissection was 29% faster for VR-trained residents. Non-VR-trained residents were nine times more likely to transiently fail to make progress (P <.007, Mann-Whitney test) and five times more likely to injure the gallbladder or burn nontarget tissue (chi-square = 4.27, P <.04). Mean errors were six times less likely to occur in the VR-trained group (1.19 vs. 7.38 errors per case; P <.008, Mann-Whitney test).\\n\\nCONCLUSIONS: The use of VR surgical simulation to reach specific target criteria significantly improved the OR performance of residents during laparoscopic cholecystectomy. This validation of transfer of training skills from VR to OR sets the stage for more sophisticated uses of VR in assessment, training, error reduction, and certification of surgeons.", "author" : [ { "dropping-particle" : "", "family" : "Seymour", "given" : "Neal E", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Gallagher", "given" : "Anthony G", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Roman", "given" : "Sanziana A", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "O'Brien", "given" : "Michael K", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Bansal", "given" : "Vipin K", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Andersen", "given" : "Dana K", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Satava", "given" : "Richard M", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Annals of surgery", "id" : "ITEM-1", "issue" : "4", "issued" : { "date-parts" : [ [ "2002" ] ] }, "page" : "458-63; discussion 463-4", "title" : "Virtual reality training improves operating room performance: results of a randomized, double-blinded study.", "type" : "article-journal", "volume" : "236" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[5]", "plainTextFormattedCitation" : "[5]", "previouslyFormattedCitation" : "[5]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[5]. Regardless of the skillfulness and complexity of the surgeries, participants were still adept at performing the task with virtual reality training. This demonstrates the potential scalability of training applications, and the possibility to train for complex manufacturing using VR. Another frequently researched topic is the use of virtual reality training for flight simulators. In flight simulations, VR training not only benefits cost-reduction and time consumption but it also can contribute to testing new aircraft concepts ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "abstract" : "Flight simulators are used for dierent purposes, such as pilot training, aircraft design and development. Full-scale ight simulators have high costs and dependency on aircraft type due to hardware constraints. Hence, virtual reality ight simulators are de-signed. On the other hand, they are generally created only for specic applications, such as helicopter simulators. As a result, these tools can hardly be used as a generic tool which can work with various aircraft simulations. Although, there are certain generic virtual reality ap-plications that can be used for virtual prototyping and ergonomics, they lack realistic ight simulation and environment. In this paper, we present a generic aerospace application which brings a solution to these problems. The architecture of the application is described and a calibration method which, makes the application independent of the physical mock-up and the ight simulator compatible with dierent aircraft types, is presented. The preliminary results of the rst prototype are given as the generic virtual reality ight simulator is used by the aerospace industry for research and development purposes.", "author" : [ { "dropping-particle" : "", "family" : "Aslandere", "given" : "Turgay", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Dreyer", "given" : "Daniel", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Pankratz", "given" : "Frieder", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Schubotz", "given" : "Ren\u00e8", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "0" ] ] }, "title" : "A Generic Virtual Reality Flight Simulator", "type" : "article-journal" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[6]", "plainTextFormattedCitation" : "[6]", "previouslyFormattedCitation" : "[6]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[6]. However, most papers in academia glide over the many user interface elements of their training simulators, leaving UI research in this field lacking in depth. Though there is research that covers virtual reality UI’s generally, most are primarily focused on VR in gaming applications. This is likely because virtual reality is more commercially known for gaming.Now, with the expansion of the virtual reality industry, and a higher demand for VR training simulations, it is plausible to continue UI research in fields other than gaming. For this reason, the main focus of this paper is to explore the usability of a training interface for mock airplane wing assembly in order to better understand how different elements of the interface affect the user's retention of information.MethodologyThe methods section will discuss the process for hardware selection, UI development and implementation and the prototype development process. The hardware section will talk about why the Oculus Rift was chosen along with key features that support why it should be used with manufacturing training. The UI development section will explain the decisions made due to existing research. The last section, application development section will explain the tools which were used to develop the application.Hardware Platform Used for DevelopmentA head-mounted display (HMD) is a method used to transfer images to the brain through an LCD panel. The usage of VR HMDs has become more common and popular from its first appeared around the 1930s. Although VR has been thought to be used primarily for bettering video games and social networking in a virtual environment, VR is seen being used more in institutions and industries such as the medical, education, military and manufacturing.The Oculus Touch controllers have been designed for the human hands to experience a natural feeling when holding the controllers. Because of the natural feel of the user’s fingers falling into place when gripping the Touch controller, it allows the user to understand movements in a short amount of time ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "URL" : "", "accessed" : { "date-parts" : [ [ "2017", "7", "31" ] ] }, "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "0" ] ] }, "title" : "The difference between Oculus Touch, HTC Vive, PlayStation VR and Windows Mixed Reality controllers | VRHeads", "type" : "webpage" }, "uris" : [ "" ] }, { "id" : "ITEM-2", "itemData" : { "URL" : "", "accessed" : { "date-parts" : [ [ "2017", "8", "3" ] ] }, "id" : "ITEM-2", "issued" : { "date-parts" : [ [ "2016" ] ] }, "title" : "Oculus Touch vs. HTC Vive - Which Is The Better VR Controller?", "type" : "webpage" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[7], [8]", "plainTextFormattedCitation" : "[7], [8]", "previouslyFormattedCitation" : "[7], [8]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[7], [8]. The ergonomic Oculus Touch controllers provide tactile force feedback, an advantage the Oculus has over the HTC Vive ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "abstract" : "We are on the verge of ubiquitously adopting Augmented Reality (AR) technologies to enhance our perception and help us see, hear, and feel our environments in new and enriched ways. AR will support us in fields such as education, maintenance, design and reconnaissance, to name but a few. This paper describes the field of AR, including a brief definition and development history, the enabling technologies and their characteristics. It surveys the state of the art by reviewing some recent applications of AR technology as well as some known limitations regarding human factors in the use of AR systems that developers will need to overcome.", "author" : [ { "dropping-particle" : "", "family" : "Krevelen", "given" : "D W F", "non-dropping-particle" : "van", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Poelman", "given" : "Ronald", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "International Journal of Virtual Reality", "id" : "ITEM-1", "issue" : "2", "issued" : { "date-parts" : [ [ "2010" ] ] }, "page" : "1-20", "title" : "A Survey of Augmented Reality Technologies, Applications and Limitations", "type" : "article-journal", "volume" : "9" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[9]", "plainTextFormattedCitation" : "[9]", "previouslyFormattedCitation" : "[9]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[9]. This aided us in making a decision to use the Oculus Rift. 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The Oculus Rift requires, at least, an Intel Core i3-6100 and NVIDIA GeForce GTX or AMD Radeon RX 470 and AMD FX4350, 8GB RAM, Windows 7, a compatible HDMI 1.3 video output and two USB 3.0 ports. This power allows 1080x1200 resolution per eye at a 90Hz refresh rate and a 110-degree field of view through a Pentile OLED display which generates the 3D content. Other features include spatial sound, built-in mic, accelerometer, gyroscope, magnetometer, and a constellation tracking camera. The Oculus Rift is seen in Figure 1.Figure 1. The Oculus Rift.UI Development When deciding how to implement a factory environment in the Oculus, a setup similar to a previous study comparing model based instructions (MBI) within Desktop MBI, Tablet MBI and Tablet AR was chosen ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "author" : [ { "dropping-particle" : "", "family" : "Richardson", "given" : "Trevor", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Gilbert", "given" : "Stephen B", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Holub", "given" : "Joseph", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Thompson", "given" : "Frederick", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "MacAllister", "given" : "Anastacia", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "0" ] ] }, "title" : "Fusing Self-Reported and Sensor Data from Mixed- Reality Training Recommended Citation", "type" : "article-journal" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[11]", "plainTextFormattedCitation" : "[11]", "previouslyFormattedCitation" : "[11]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[11]. The setup was designed to be a replica of a manufacturing work cell.Figure 2. Aerial view of manufacturing cell.Figure 3. VR training area.The menu environment allows the user to interact with floating buttons via a pointer using the index trigger on an Oculus Touch controller. From this area, the user can choose to enter a tutorial, the general wing assembly, or exit the application. When the wing assembly is selected, the manufacturing environment loads with the completed assembly shown. A control panel is located directly to the right of the assembly, allowing the user to begin the assembly or go back to the menu. Everything within this scene uses the hand trigger on the Oculus Touch, which requires the middle finger. Thus, the grabbing motion is consistent between the assembly parts and the buttons. Once the start button is grabbed, the control panel relocates to a corner and presents options to reset the assembly or return to the menu. The first animation becomes visible and indicates where to place the first piece. The piece to be placed is highlighted until picked up, and will re-highlight if it is let go of for a certain amount of time. If the piece is located in a bin with multiple of the same part, the bin is highlighted and a large number is displayed above. Behind the assembly a television screen displays the current step number along with the total number of steps. When the piece is held or dropped into a position that is within a certain tolerance, it will snap into place. This begins the next set of animations and updates the step number.UI ImplementationIn this section, the researchers will explore the different types UI elements the prototype uses. Reasons for animation feedback, choice of color, selection, snapping, and element placement will be included as these affect how a user interacts and learns within a virtual environment. Animation FeedbackAnimations can improve the speed in which individuals learn tasks that involve natural and physical movements, compared to static pictures ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "ISBN" : "E1436-4522, E1436-4522", "ISSN" : "14364522", "abstract" : "Humans have an evolved embodied cognition that equips them to deal easily with the natural movements of object manipulations. Hence, learning a manipulative task is generally more effective when watching animations that show natural motions of the task, rather than equivalent static pictures. The present study was completed to explore this research domain further by investigating the impact of gender on static and animation presentations. In two experiments, university students were randomly assigned to either a static or animation condition and watched a computer-controlled presentation of a Lego shape being built. After each of two presentations, students were required to reconstruct the task followed by a transfer task. In Experiment 1 the tasks were performed using real Lego bricks (physical environment), and in Experiment 2 by computerized images of the bricks (virtual environment). Results indicated no differences between the two testing environments or an overall advantage for the animated format. However, a number of interactions between gender and presentation format were found. Follow-up analyses indicated that females benefited more than males from using animated presentations.", "author" : [ { "dropping-particle" : "", "family" : "Wong", "given" : "Mona", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Castro-Alonso", "given" : "Juan C", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Ayres", "given" : "Paul", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Paas", "given" : "Fred", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Educational Technology and Society", "id" : "ITEM-1", "issue" : "4", "issued" : { "date-parts" : [ [ "2015" ] ] }, "page" : "37-52", "title" : "Gender effects when learning manipulative tasks from instructional animations and static presentations", "type" : "article-journal", "volume" : "18" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[12]", "plainTextFormattedCitation" : "[12]", "previouslyFormattedCitation" : "[12]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[12]. Animations are used to grasp the attention of the user through visual cues; they inform a user to perform an action, and when the action has been completed as they are an intuitive representation of assembly instructions ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1145/2398356.2398379", "ISBN" : "978-1-4503-0210-4", "ISSN" : "07300301", "abstract" : "How things work visualizations use a variety of visual techniques to depict the operation of complex mechanical assemblies. We present an automated approach for generating such visualizations. Starting with a 3D CAD model of an assembly, we first infer the motions of individual parts and the interactions between parts based on their geometry and a few user specified constraints. We then use this information to generate visualizations that incorporate motion arrows, frame sequences and animation to convey the causal chain of motions and mechanical interactions between parts. We present results for a wide variety of assemblies.", "author" : [ { "dropping-particle" : "", "family" : "Mitra", "given" : "Nj Niloy J.", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Yang", "given" : "Yong-Liang Yl", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Yan", "given" : "Dong-Ming Dm", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Li", "given" : "Wilmot", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Agrawala", "given" : "Maneesh", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Communications of the ACM", "id" : "ITEM-1", "issue" : "1", "issued" : { "date-parts" : [ [ "2013" ] ] }, "page" : "106-114", "title" : "Illustrating How Mechanical Assemblies Work", "type" : "article-journal", "volume" : "56" }, "uris" : [ "" ] }, { "id" : "ITEM-2", "itemData" : { "DOI" : "10.1080/00207540600972935", "ISBN" : "00207543 (ISSN)", "ISSN" : "00207543", "abstract" : "The application of augmented reality (AR) technology for assembly guidance is a novel approach in the traditional manufacturing domain. In this paper, we propose an AR approach for assembly guidance using a virtual interactive tool that is intuitive and easy to use. The virtual interactive tool, termed the virtual interaction panel (VirIP), is an easy-to-use tool that can be used to interactively control AR systems. The VirIP is composed of virtual buttons, which have meaningful assembly information that can be activated by an interaction pen during the assembly process. The interaction pen can be any general pen-like object with a certain colour distribution. It is tracked using a restricted coulomb energy (RCE) network in real-time and used to trigger the relevant buttons in the VirIPs for assembly guidance. Meanwhile, a visual assembly tree structure (VATS) is used for information management and assembly instructions retrieval in this AR environment. VATS is a hierarchical tree structure that can be easily maintained via a visual interface. It can be directly integrated into the AR system or it can alternatively act as an independent central control station on a remote computer to control the data flow of the assembly information. This paper describes a typical scenario for assembly guidance using VirIP and VATS. The main characteristic of the proposed AR system is the intuitive way in which an assembly operator can easily step through a pre-defined assembly plan/sequence without the need of any sensor schemes or markers attached on the assembly components. Several experiments were conducted to validate the performance of the proposed AR-based method using a monitor and a head-mounted display. The results show that the AR-based method can provide an efficient way for assembly guidance.", "author" : [ { "dropping-particle" : "", "family" : "Yuan", "given" : "M L", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Ong", "given" : "S K", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Nee", "given" : "A Y C", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "International Journal of Production Research", "id" : "ITEM-2", "issue" : "7", "issued" : { "date-parts" : [ [ "2005" ] ] }, "page" : "1745-1767", "title" : "Assembly Guidance in Augmented Reality Environments Using a Virtual Interactive Tool", "type" : "article-journal", "volume" : "46" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[13], [14]", "plainTextFormattedCitation" : "[13], [14]", "previouslyFormattedCitation" : "[13], [14]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[13], [14]. This application focuses on the addition of object selection highlighting, pulsating, and color change (when the user selects and puts down an object), as seen in Figure 4. When the object is set down, there is a wait period before the highlight animation restarts. This allows the animation to not be an annoyance and lets the user inspect the part. Through animated feedback, it is anticipated that the user will realize an action has been performed and will learn to remember specific these actions. It is through animation that the user’s cognitive and short-term memory load is reduced ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "author" : [ { "dropping-particle" : "", "family" : "Shneiderman", "given" : "Ben", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "2000" ] ] }, "title" : "Visual Analytics: New Tools for Gaining Insight from Your Data", "type" : "article-journal" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[15]", "plainTextFormattedCitation" : "[15]", "previouslyFormattedCitation" : "[15]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[15]. Figure 4. Animation showing user where to place object.Color ChoiceColor combinations are a focus of the project in the implementation. The right selections can improve memory performance and retention ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "ISSN" : "1394-195X", "PMID" : "23983571", "abstract" : "Human cognition involves many mental processes that are highly interrelated, such as perception, attention, memory, and thinking. An important and core cognitive process is memory, which is commonly associated with the storing and remembering of environmental information. An interesting issue in memory research is on ways to enhance memory performance, and thus, remembering of information. Can colour result in improved memory abilities? The present paper highlights the relationship between colours, attention, and memory performance. The significance of colour in different settings is presented first, followed by a description on the nature of human memory. The role of attention and emotional arousal on memory performance is discussed next. The review of several studies on colours and memory are meant to explain some empirical works done in the area and related issues that arise from such studies.", "author" : [ { "dropping-particle" : "", "family" : "Dzulkifli", "given" : "Mariam Adawiah", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Mustafar", "given" : "Muhammad Faiz", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "The Malaysian journal of medical sciences : MJMS", "id" : "ITEM-1", "issue" : "2", "issued" : { "date-parts" : [ [ "2013", "3" ] ] }, "page" : "3-9", "publisher" : "School of Medical Sciences, Universiti Sains Malaysia", "title" : "The influence of colour on memory performance: a review.", "type" : "article-journal", "volume" : "20" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[16]", "plainTextFormattedCitation" : "[16]", "previouslyFormattedCitation" : "[16]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[16]. The specific colors that have been chosen are to ensure that users remembers the actions taken throughout their virtual experience in the manufacturing assembly environment. Pure black-and-white conditions have been proven to be disadvantageous in virtual environments, thus, they were not used ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1117/12.2262626", "abstract" : "Industry and academia have repeatedly demonstrated the transformative potential of Augmented Reality (AR) guided assembly instructions. In the past, however, computational and hardware limitations often dictated that these systems were deployed on tablets or other cumbersome devices. Often, tablets impede worker progress by diverting a user's hands and attention, forcing them to alternate between the instructions and the assembly process. Head Mounted Displays (HMDs) overcome those diversions by allowing users to view the instructions in a hands-free manner while simultaneously performing an assembly operation. Thanks to rapid technological advances, wireless commodity AR HMDs are becoming commercially available. Specifically, the pioneering Microsoft HoloLens, provides an opportunity to explore a hands-free HMD's ability to deliver AR assembly instructions and what a user interface looks like for such an application. Such an exploration is necessary because it is not certain how previous research on user interfaces will transfer to the HoloLens or other new commodity HMDs. In addition, while new HMD technology is promising, its ability to deliver a robust AR assembly experience is still unknown. To assess the HoloLens' potential for delivering AR assembly instructions, the cross-platform Unity 3D game engine was used to build a proof of concept application. Features focused upon when building the prototype were: user interfaces, dynamic 3D assembly instructions, and spatially registered content placement. The research showed that while the HoloLens is a promising system, there are still areas that require improvement, such as tracking accuracy, before the device is ready for deployment in a factory assembly setting.", "author" : [ { "dropping-particle" : "", "family" : "Evans", "given" : "Gabriel", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Miller", "given" : "Jack", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Iglesias Pena", "given" : "Mariangely", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "MacAllister", "given" : "Anastacia", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Winer", "given" : "Eliot", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "2017" ] ] }, "page" : "101970V", "title" : "Evaluating the Microsoft HoloLens through an augmented reality assembly application", "type" : "article-journal", "volume" : "10197" }, "uris" : [ "" ] }, { "id" : "ITEM-2", "itemData" : { "ISSN" : "1394-195X", "PMID" : "23983571", "abstract" : "Human cognition involves many mental processes that are highly interrelated, such as perception, attention, memory, and thinking. An important and core cognitive process is memory, which is commonly associated with the storing and remembering of environmental information. An interesting issue in memory research is on ways to enhance memory performance, and thus, remembering of information. Can colour result in improved memory abilities? The present paper highlights the relationship between colours, attention, and memory performance. The significance of colour in different settings is presented first, followed by a description on the nature of human memory. The role of attention and emotional arousal on memory performance is discussed next. The review of several studies on colours and memory are meant to explain some empirical works done in the area and related issues that arise from such studies.", "author" : [ { "dropping-particle" : "", "family" : "Dzulkifli", "given" : "Mariam Adawiah", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Mustafar", "given" : "Muhammad Faiz", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "The Malaysian journal of medical sciences : MJMS", "id" : "ITEM-2", "issue" : "2", "issued" : { "date-parts" : [ [ "2013", "3" ] ] }, "page" : "3-9", "publisher" : "School of Medical Sciences, Universiti Sains Malaysia", "title" : "The influence of colour on memory performance: a review.", "type" : "article-journal", "volume" : "20" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[16], [17]", "plainTextFormattedCitation" : "[16], [17]", "previouslyFormattedCitation" : "[16], [17]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[16], [17]. For the user to feel comfortable in the environment while training, a warm color of yellow is used ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "ISSN" : "1394-195X", "PMID" : "23983571", "abstract" : "Human cognition involves many mental processes that are highly interrelated, such as perception, attention, memory, and thinking. An important and core cognitive process is memory, which is commonly associated with the storing and remembering of environmental information. An interesting issue in memory research is on ways to enhance memory performance, and thus, remembering of information. Can colour result in improved memory abilities? The present paper highlights the relationship between colours, attention, and memory performance. The significance of colour in different settings is presented first, followed by a description on the nature of human memory. The role of attention and emotional arousal on memory performance is discussed next. The review of several studies on colours and memory are meant to explain some empirical works done in the area and related issues that arise from such studies.", "author" : [ { "dropping-particle" : "", "family" : "Dzulkifli", "given" : "Mariam Adawiah", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Mustafar", "given" : "Muhammad Faiz", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "The Malaysian journal of medical sciences : MJMS", "id" : "ITEM-1", "issue" : "2", "issued" : { "date-parts" : [ [ "2013", "3" ] ] }, "page" : "3-9", "publisher" : "School of Medical Sciences, Universiti Sains Malaysia", "title" : "The influence of colour on memory performance: a review.", "type" : "article-journal", "volume" : "20" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[16]", "plainTextFormattedCitation" : "[16]", "previouslyFormattedCitation" : "[16]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[16]. RGB yellow (255, 248, 0, 122) was used for object selection. It paved as a method to make users pay attention to which objects they should be selecting. Cool colors were used to hint users as to what their next actions would be. RGB green (0, 173, 80, 139) was used for hinting at users, where to place each selected object. Animations were given a transparent effect as well. This helped inform the user that the animation was instruction, not an interactive part. It is predicted that the provision of different colors to specific actions will allow the user to familiarize themselves with each action, thus helping when the user is sent onto the actual manufacturing floor.Element/Tool PlacementIn creating the environment, a manufacturing cell was replicated. All objects including bins of nuts, screws and washers and wooden parts were positioned at distances comfortable to the user. The project uses distances of 0.5 meters or more to gain the required comfort for the user and to reduce eye-strain ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1117/12.2262626", "abstract" : "Industry and academia have repeatedly demonstrated the transformative potential of Augmented Reality (AR) guided assembly instructions. In the past, however, computational and hardware limitations often dictated that these systems were deployed on tablets or other cumbersome devices. Often, tablets impede worker progress by diverting a user's hands and attention, forcing them to alternate between the instructions and the assembly process. Head Mounted Displays (HMDs) overcome those diversions by allowing users to view the instructions in a hands-free manner while simultaneously performing an assembly operation. Thanks to rapid technological advances, wireless commodity AR HMDs are becoming commercially available. Specifically, the pioneering Microsoft HoloLens, provides an opportunity to explore a hands-free HMD's ability to deliver AR assembly instructions and what a user interface looks like for such an application. Such an exploration is necessary because it is not certain how previous research on user interfaces will transfer to the HoloLens or other new commodity HMDs. In addition, while new HMD technology is promising, its ability to deliver a robust AR assembly experience is still unknown. To assess the HoloLens' potential for delivering AR assembly instructions, the cross-platform Unity 3D game engine was used to build a proof of concept application. Features focused upon when building the prototype were: user interfaces, dynamic 3D assembly instructions, and spatially registered content placement. The research showed that while the HoloLens is a promising system, there are still areas that require improvement, such as tracking accuracy, before the device is ready for deployment in a factory assembly setting.", "author" : [ { "dropping-particle" : "", "family" : "Evans", "given" : "Gabriel", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Miller", "given" : "Jack", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Iglesias Pena", "given" : "Mariangely", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "MacAllister", "given" : "Anastacia", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Winer", "given" : "Eliot", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "2017" ] ] }, "page" : "101970V", "title" : "Evaluating the Microsoft HoloLens through an augmented reality assembly application", "type" : "article-journal", "volume" : "10197" }, "uris" : [ "" ] }, { "id" : "ITEM-2", "itemData" : { "abstract" : "This paper presents some pre-visualization design methods for volumetric user interfaces and experiences within the larger scope of a virtual reality operating system.", "author" : [ { "dropping-particle" : "", "family" : "Alger", "given" : "Mike", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-2", "issue" : "September", "issued" : { "date-parts" : [ [ "2015" ] ] }, "page" : "98", "title" : "Visual Design Methods for Virtual Reality", "type" : "article-journal" }, "uris" : [ "" ] }, { "id" : "ITEM-3", "itemData" : { "DOI" : "10.1117/12.872347", "ISBN" : "9780819484000", "ISSN" : "1996-756X", "PMID" : "21826254", "abstract" : "Prolonged use of conventional stereo displays causes viewer discomfort and fatigue because of the vergence-accommodation conflict. We used a novel volumetric display to examine how viewing distance and the sign of the vergence-accommodation conflict affect discomfort and fatigue. In the first experiment, we presented a fixed conflict at short, medium, and long viewing distances. We compared subjects' symptoms in that condition and one in which there was no conflict. We observed more discomfort and fatigue with a given vergence-accommodation conflict at the longer distances. The second experiment compared symptoms when the conflict had one sign compared to when it had the opposite sign at short, medium, and long distances. We observed greater symptoms with uncrossed disparities at long distances and with crossed disparities at short distances. These findings help define comfortable viewing conditions for stereo displays.", "author" : [ { "dropping-particle" : "", "family" : "Shibata", "given" : "Takashi", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Kim", "given" : "Joohwan", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Hoffman", "given" : "David M", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Banks", "given" : "Martin S", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Proceedings of SPIE", "id" : "ITEM-3", "issued" : { "date-parts" : [ [ "2011" ] ] }, "page" : "78630P1--78630P9", "title" : "Visual discomfort with stereo displays: Effects of viewing distance and direction of vergence-accommodation conflict.", "type" : "article-journal", "volume" : "7863" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[17]\u2013[19]", "plainTextFormattedCitation" : "[17]\u2013[19]", "previouslyFormattedCitation" : "[17]\u2013[19]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[17]–[19]. The researchers anticipate that with the close proximities of tools from the center manufacturing table, users will familiarize themselves, through training, with the objects and tools needed for product assembly. SnappingSnapping alignments allow the user to position virtual objects onto dynamic, real world scenes ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1145/2858036.2858250", "ISBN" : "9781450333627", "abstract" : "(a) (b) (c) (d) Figure 1: SnapToReality allows users to easily position, orient, and scale AR virtual content with respect to real world constraints. Our prototype (a) extracts real world planar surfaces and edges as constraints so that users can easily align virtual content to the real world via snapping (b, c). SnapToReality techniques enable the seamless integration of AR content into the real world (d). ABSTRACT Augmented Reality (AR) applications may require the precise alignment of virtual objects to the real world. We propose automatic alignment of virtual objects to physical constraints calculated from the real world in real time (\" snapping to reality \"). We demonstrate SnapToReality alignment techniques that allow users to position, rotate, and scale virtual content to dynamic, real world scenes. Our proof-of-concept prototype extracts 3D edge and planar surface constraints. We furthermore discuss the unique design challenges of snapping in AR, including the user's limited field of view, noise in constraint extraction, issues with changing the view in AR, visualizing constraints, and more. We also report the results of a user study evaluating SnapToReality, confirming that aligning objects to the real world is significantly faster when assisted by snapping to dynamically extracted constraints. Perhaps more importantly, we also found that snapping in AR enables a fresh and expressive form of AR content creation.", "author" : [ { "dropping-particle" : "", "family" : "Nuernberger", "given" : "Benjamin", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Ofek", "given" : "Eyal", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Benko", "given" : "Hrvoje", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Wilson", "given" : "Andrew D", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16", "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "2016" ] ] }, "page" : "1233-1244", "title" : "SnapToReality: Aligning Augmented Reality to the Real World", "type" : "article-journal" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[20]", "plainTextFormattedCitation" : "[20]", "previouslyFormattedCitation" : "[20]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[20] It is anticipated that because the user’s placed objects within the environment are carefully tweaked into the correction position, they will learn the alignments of each object per action taken.Selection: Pointing Viewpoint motion and control within virtual environments have been proven beneficial to virtual environments ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "ISBN" : "0897913515", "abstract" : "Abstrac t This paper evaluates three distinct metaphor s for exploration and virtual camera control in vir-tual environments using a six degree of freedo m input device . The metaphors are \"eyeball i n hand \" , \"scene in hand\", and \"flying vehicle con-trol\" . 'These metaphors have been implemente d and evaluated using an IRIS workstation and a Polhemus 3Space . The system has the capabil-ity to record the motion path followed durin g an exploration session and this can be recorde d and played hack to create a movie . Evaluatio n is through intensive structured interview session s wherein subjects are required to complete a num-ber of tasks involving three different \"toy\" en-vironments . None of the metaphors is judge d the best in all situations, rather the differen t metaphors each have advantages and disadvan-tages depending on the particular task . For exam-ple, \"scene in hand\" is judged to be good for ma-nipulating closed objects, but is not good for mov-ing through an interior ; whereas \"flying vehicl e control\" is judged the best for navigating throug h the interior, but is poor for moving around a closed object .", "author" : [ { "dropping-particle" : "", "family" : "Ware", "given" : "Colin", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Osborn", "given" : "Steven", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "1990" ] ] }, "page" : "175-183", "title" : "Exploration and Virtual Camera Contro l in Virtual Three Dimensional Environment s", "type" : "article-journal" }, "uris" : [ "" ] }, { "id" : "ITEM-2", "itemData" : { "DOI" : "10.1109/VRAIS.1997.583043", "ISBN" : "0-8186-7843-7", "ISSN" : "1087-8270", "abstract" : "We present a categorization of techniques for first-person motion control, or travel, through immersive virtual environments, as well as a framework for evaluating the quality of different techniques for specific virtual environment tasks. We conduct three quantitative experiments within this framework: a comparison of different techniques for moving directly to a target object varying in size and distance, a comparison of different techniques for moving relative to a reference object, and a comparison of different motion techniques and their resulting sense of \"disorientation\" in the user. Results indicate that \"pointing\" techniques are advantageous relative to \"gaze-directed\" steering techniques for a relative motion task, and that motion techniques which instantly teleport users to new locations are correlated with increased user disorientation.", "author" : [ { "dropping-particle" : "", "family" : "Bowman", "given" : "Doug A", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Koller", "given" : "David", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Hodges", "given" : "Larry F", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Proceedings of the 1997 Virtual Reality Annual International Symposium", "id" : "ITEM-2", "issued" : { "date-parts" : [ [ "1997" ] ] }, "page" : "45-", "title" : "Travel in Immersive Virtual Environments : An Evaluation of Viewpoint Motion Control Techniques Georgia Institute of Technology", "type" : "article-journal" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[21], [22]", "plainTextFormattedCitation" : "[21], [22]", "previouslyFormattedCitation" : "[21], [22]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[21], [22]. Pointing is implemented when the user selects options on the menu. This increases speed and accuracy, making pointing a good choice. ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1109/VRAIS.1997.583043", "ISBN" : "0-8186-7843-7", "ISSN" : "1087-8270", "abstract" : "We present a categorization of techniques for first-person motion control, or travel, through immersive virtual environments, as well as a framework for evaluating the quality of different techniques for specific virtual environment tasks. We conduct three quantitative experiments within this framework: a comparison of different techniques for moving directly to a target object varying in size and distance, a comparison of different techniques for moving relative to a reference object, and a comparison of different motion techniques and their resulting sense of \"disorientation\" in the user. 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The researchers anticipate that after the user passes the ‘wow’ factor, which occurs the first time they experience pointing in a VE, the concept of pointing to select objects will be learned extremely fast the ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1109/VRAIS.1993.380799", "ISBN" : "0-7803-1363-1", "abstract" : "When people first experience virtual reality they are bound to come away with some misconceptions as to the potential and usefulness of the technology. There is a need for a novice environment in which first-time users can become acquainted with the basic technology and its potential by means of a demonstrative application. A novice environment called the Novice Design Environment is described, in which users can perform basic interior decoration design. A design metaphor called the Heaven and Earth is used in order to customize the design. This environment has been tested with a large of novice users. An evaluation of tools for supporting novice interaction and rules of thumb for building virtual realities for novices are presented.", "author" : [ { "dropping-particle" : "", "family" : "Fairchild", "given" : "K.M.", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Lee", "given" : "B.H.", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Loo", "given" : "J.", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Ng", "given" : "H.", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Serra", "given" : "L.", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "container-title" : "Proceedings of IEEE Virtual Reality Annual International Symposium", "id" : "ITEM-1", "issue" : "July 2015", "issued" : { "date-parts" : [ [ "1993" ] ] }, "page" : "47-53", "title" : "The heaven and earth virtual reality: Designing applications for novice users", "type" : "article-journal" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[23]", "plainTextFormattedCitation" : "[23]", "previouslyFormattedCitation" : "[23]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[23]. Selection: GrabbingThe ability to grab objects within a virtual environment (VE) is essential as it is important to make the virtual world feel as real as possible.With the aid of the Oculus Touch, the manufacturing assembly prototype uses a grab function which will allow the user to reach out and select tools needed for the required product assembly. The action of reaching out to grab objects in a VE occurs because it is a natural behavior easily learned in the real world in which virtuality exploits ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1109/VRAIS.1993.380799", "ISBN" : "0-7803-1363-1", "abstract" : "When people first experience virtual reality they are bound to come away with some misconceptions as to the potential and usefulness of the technology. There is a need for a novice environment in which first-time users can become acquainted with the basic technology and its potential by means of a demonstrative application. 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Grabbing is used to interact with the control panel within the assemblies in order to keep interaction consistent within each scene. The use of only a single button allows easier for easier use by those unfamiliar with traditional gamepads or controls.Prototype DevelopmentIn this section, the researchers will explain the concept of the application, which tools were used and challenges that had to be overcome.A VR manufacturing assembly floor prototype was developed using Unity, the Oculus Rift, and the Oculus Touch. VR presents the opportunity of reducing hazards that have the risk of personal injuries or damages to expensive equipment. This allows the user to explore the interactive VE, and gain the knowledge and understanding of the task without physically being put into a costly or harmful environment.The prototype allows the user to practice each step of the airplane wing assembly, by directing the user on which assembly parts to pick and where to place them. For the purpose of training the user and making the prototype more interactive, a UI is placed around the assembly and parts. The UI has animations that clue the user in on what assembly part to pick up via pulsating, numbering, and highlighting. For every step that requires the grabbing of an assembly part, a yellow pulsating highlight is placed to tell the user the object needs to be picked up. For every placement step, a green highlighted animation is placed to tell the user how and where the selected object should be placed. The program continues to tell the user to grab and place objects until the airplane wing assembly has been completed.Unity was used to create the VE as it allows for both swift integration with the Oculus Rift and an established asset store that supports the ease of development ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "DOI" : "10.1117/12.2262626", "abstract" : "Industry and academia have repeatedly demonstrated the transformative potential of Augmented Reality (AR) guided assembly instructions. In the past, however, computational and hardware limitations often dictated that these systems were deployed on tablets or other cumbersome devices. Often, tablets impede worker progress by diverting a user's hands and attention, forcing them to alternate between the instructions and the assembly process. Head Mounted Displays (HMDs) overcome those diversions by allowing users to view the instructions in a hands-free manner while simultaneously performing an assembly operation. Thanks to rapid technological advances, wireless commodity AR HMDs are becoming commercially available. Specifically, the pioneering Microsoft HoloLens, provides an opportunity to explore a hands-free HMD's ability to deliver AR assembly instructions and what a user interface looks like for such an application. Such an exploration is necessary because it is not certain how previous research on user interfaces will transfer to the HoloLens or other new commodity HMDs. In addition, while new HMD technology is promising, its ability to deliver a robust AR assembly experience is still unknown. To assess the HoloLens' potential for delivering AR assembly instructions, the cross-platform Unity 3D game engine was used to build a proof of concept application. Features focused upon when building the prototype were: user interfaces, dynamic 3D assembly instructions, and spatially registered content placement. The research showed that while the HoloLens is a promising system, there are still areas that require improvement, such as tracking accuracy, before the device is ready for deployment in a factory assembly setting.", "author" : [ { "dropping-particle" : "", "family" : "Evans", "given" : "Gabriel", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Miller", "given" : "Jack", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Iglesias Pena", "given" : "Mariangely", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "MacAllister", "given" : "Anastacia", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Winer", "given" : "Eliot", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "2017" ] ] }, "page" : "101970V", "title" : "Evaluating the Microsoft HoloLens through an augmented reality assembly application", "type" : "article-journal", "volume" : "10197" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[17]", "plainTextFormattedCitation" : "[17]", "previouslyFormattedCitation" : "[17]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[17].An issue with framerate became apparent when importing highly detailed 3D models from SolidWorks?. When a bin full of highly detailed screws was looked at, the number of vertices in frame passed thirty million. This slowed down the application considerably; a frame rate below thirty is disruptive to the immersivity level of VR. Using SAP Visual Enterprise Author 9.0, models with an excessive number of vertices were decimated to different levels depending on the model. This was mostly applied to smaller models with a high level of detail. This is because a small decimated object is barely noticeable and does not detract from the users understanding of what the object is. Overall this increased the frame rate though other factors still had an impact.A proximity snapping technique was used for part placement as it gives a natural feel of assembling to the user ADDIN CSL_CITATION { "citationItems" : [ { "id" : "ITEM-1", "itemData" : { "abstract" : "The preparation of assembly plans for manufactured goods is a major bottleneck in the time it takes to bring many new products to market. Computer aided assembly planning (CAAP) systems have been the subject of considerable research in recent years without achieving significant up-take in manufacturing industry. This paper proposes an alternative approach based on the adoption of immersive virtual reality, which is used here to produce practical downstream manufac-turing information. The product is assembled from computer aided design (CAD) models of its components by experienced assembly operators working in a virtual environment. The operators' actions are monitored and assembly sequence plans are automatically generated by the system. In the research described in this paper, the plans produced for an advanced electromechanical product were then used by a second group of participants to demonstrate the functionality of the system in an industrial environment. The development of virtual reality-based assembly planning carries with it the opportunity not only to shorten the product innovation cycle but also to capitalize on the experience of assembly operators and bring this to bear much earlier in the design process.", "author" : [ { "dropping-particle" : "", "family" : "Ritchie", "given" : "J M", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Dewar", "given" : "R G", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" }, { "dropping-particle" : "", "family" : "Simmons", "given" : "J E L", "non-dropping-particle" : "", "parse-names" : false, "suffix" : "" } ], "id" : "ITEM-1", "issued" : { "date-parts" : [ [ "0" ] ] }, "title" : "The generation and practical use of plans for manual assembly using immersive virtual reality", "type" : "article-journal" }, "uris" : [ "" ] } ], "mendeley" : { "formattedCitation" : "[24]", "plainTextFormattedCitation" : "[24]", "previouslyFormattedCitation" : "[24]" }, "properties" : { "noteIndex" : 0 }, "schema" : "" }[24]. Snapping also informed the user that the step has been completed and they can move on. Each piece required an individual tolerance set based on trial and error due to varying part shapes and sizing. Small symmetrical parts presented a challenge as the tolerances caused frustration when attempting to place them in the correct position. Because of this, a separate method of snapping had to be developed. Thus it was challenging to keep consistency between large object snaps and small object snaps.DiscussionDeveloping with Unity for an Oculus Rift proved to be a viable combination for the creation of a manufacturing environment. The Oculus Rift's commercial influence is strongest in the gaming industry. So, when paired with the Unity gaming engine, the combination allowed for easy environment creation. However, the presumed areas of improvement stem from the Oculus Rift more than the Unity gaming engine. The reason for this presumption is because the tethered element of the Oculus Rift does not allow users to explore the 3D environment to its full potential. This hindrance makes larger movements, like walking across the room, only possible with a form of teleporting or fully dis-concordant joystick movement. The limited walking capabilities do eliminate some aspects of realness from the simulation. Though the tethered nature of the Oculus Rift restricted the authors to a smaller simulated workspace, the next iteration of VR HMDs is likely to include wireless integration; As a result, the authors infer that this tethering problem will not be an issue for long.The use of 3D models with a high vertex count will present a challenge to anyone attempting to put unaltered models straight into Unity. Thus, model decimation will prove vital in the development of VR training applications where models need to only pass a visual inspection.ConclusionWhen testing how feasible using the Oculus Rift technology for a wing assembly training simulation would be, the authors concurred that the application proved to have the potential to improve the current 2D methods of training significantly. Previous research in manufacturing training and UI elements was incorporated into the researcher’s prototype with the intention to create a more informative and realistic training process. The tethered aspect of the Oculus did hinder this application's full potential, however further advances in the VR industry promise untethered devices in the near future. Overall, the benefits that virtual reality training will bring to the manufacturing industry are profound. Further research in this field will allow for companies to gain a better understanding of how virtual reality can benefit their work performance and decrease their training expenditure. As virtual reality technologies continue to expand, the authors believe that virtual reality training simulators will become more prominent in factory training.Future WorkIn the future, the authors would like to run a study on the cognitive work user’s exhibit while using the application. Though this method of training may appear easier to learn, easier learning is not the end goal of this application. Studies have shown that germane learning does have a positive impact on knowledge retention. So, the authors would like to test whether this application cognitively stimulates the trainee enough for maximum information retention. It would also be beneficial to test this training simulation in actuality. By allowing users to go through the training simulation, then allowing them to try to build the model with the knowledge they learned, the authors can test if this interface for training has a positive correlation with worker errors and time spent on the task.AcknowledgementsThis research was performed at Iowa State University as part of a research internship funded by NSF Grant CNS-1461160.ReferencesADDIN Mendeley Bibliography CSL_BIBLIOGRAPHY [1]T. Mujber, T. Szecsi, and M. Hashmi, “Virtual reality applications in manufacturing process simulation,” J. Mater. Process. Technol., vol. 155156, pp. 1834–1838, 2004.[2]H. Bellini, W. Chen, M. Sugiyama, M. Shin, S. Alam, and D. Takayama, “Virtual & Augmented Reality: Understanding the race for the next computing platform,” 2016.[3]A. Y. C. Nee, S. K. Ong, G. Chryssolouris, and D. Mourtzis, “Augmented reality applications in design and manufacturing,” CIRP Ann. - Manuf. Technol., vol. 61, no. 2, pp. 657–679, 2012.[4]O. A. J. Van Der Meijden and M. P. Schijven, “The value of haptic feedback in conventional and robot-assisted minimal invasive surgery and virtual reality training: A current review,” Surgical Endoscopy and Other Interventional Techniques, vol. 23, no. 6. Springer, pp. 1180–1190, Jun-2009.[5]N. E. Seymour et al., “Virtual reality training improves operating room performance: results of a randomized, double-blinded study.,” Ann. Surg., vol. 236, no. 4, pp. 458-63–4, 2002.[6]T. Aslandere, D. Dreyer, F. Pankratz, and R. Schubotz, “A Generic Virtual Reality Flight Simulator.”[7]“The difference between Oculus Touch, HTC Vive, PlayStation VR and Windows Mixed Reality controllers | VRHeads.” [Online]. Available: . [Accessed: 31-Jul-2017].[8]“Oculus Touch vs. HTC Vive - Which Is The Better VR Controller?,” 2016. [Online]. Available: . [Accessed: 03-Aug-2017].[9]D. W. F. van Krevelen and R. Poelman, “A Survey of Augmented Reality Technologies, Applications and Limitations,” Int. J. Virtual Real., vol. 9, no. 2, pp. 1–20, 2010.[10]V. Chouvardas, an Miliou, and M. Hatalis, “Tactile display applications: A state of the art survey,” 2nd Balk. Conf. Informatics, pp. 290–303, 2005.[11]T. Richardson, S. B. Gilbert, J. Holub, F. Thompson, and A. MacAllister, “Fusing Self-Reported and Sensor Data from Mixed- Reality Training Recommended Citation.”[12]M. Wong, J. C. Castro-Alonso, P. Ayres, and F. Paas, “Gender effects when learning manipulative tasks from instructional animations and static presentations,” Educ. Technol. Soc., vol. 18, no. 4, pp. 37–52, 2015.[13]N. N. J. Mitra, Y.-L. Y. Yang, D.-M. D. Yan, W. Li, and M. Agrawala, “Illustrating How Mechanical Assemblies Work,” Commun. ACM, vol. 56, no. 1, pp. 106–114, 2013.[14]M. L. Yuan, S. K. Ong, and A. Y. C. Nee, “Assembly Guidance in Augmented Reality Environments Using a Virtual Interactive Tool,” Int. J. Prod. Res., vol. 46, no. 7, pp. 1745–1767, 2005.[15]B. Shneiderman, “Visual Analytics: New Tools for Gaining Insight from Your Data,” 2000.[16]M. A. Dzulkifli and M. F. Mustafar, “The influence of colour on memory performance: a review.,” Malays. J. Med. Sci., vol. 20, no. 2, pp. 3–9, Mar. 2013.[17]G. Evans, J. Miller, M. Iglesias Pena, A. MacAllister, and E. Winer, “Evaluating the Microsoft HoloLens through an augmented reality assembly application,” vol. 10197, p. 101970V, 2017.[18]M. Alger, “Visual Design Methods for Virtual Reality,” no. September, p. 98, 2015.[19]T. Shibata, J. Kim, D. M. Hoffman, and M. S. Banks, “Visual discomfort with stereo displays: Effects of viewing distance and direction of vergence-accommodation conflict.,” Proc. SPIE, vol. 7863, p. 78630P1--78630P9, 2011.[20]B. Nuernberger, E. Ofek, H. Benko, and A. D. Wilson, “SnapToReality: Aligning Augmented Reality to the Real World,” Proc. 2016 CHI Conf. Hum. Factors Comput. Syst. - CHI ’16, pp. 1233–1244, 2016.[21]C. Ware and S. Osborn, “Exploration and Virtual Camera Contro l in Virtual Three Dimensional Environment s,” pp. 175–183, 1990.[22]D. A. Bowman, D. Koller, and L. F. Hodges, “Travel in Immersive Virtual Environments?: An Evaluation of Viewpoint Motion Control Techniques Georgia Institute of Technology,” Proc. 1997 Virtual Real. Annu. Int. Symp., p. 45-, 1997.[23]K. M. Fairchild, B. H. Lee, J. Loo, H. Ng, and L. Serra, “The heaven and earth virtual reality: Designing applications for novice users,” Proc. IEEE Virtual Real. Annu. Int. Symp., no. July 2015, pp. 47–53, 1993.[24]J. M. Ritchie, R. G. Dewar, and J. E. L. Simmons, “The generation and practical use of plans for manual assembly using immersive virtual reality.” ................
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