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Immersive Tech in Manufacturing
1. Subjective Assignment 2
of
MOOC on Academic Writing
(UGC)
Course Name: Academic Writing
Submitted by: R.Gowri Shankar
Application No:
cec781d4ef5411e9b2c8455311d5ebf9
Affiliation: SASTRA Deemed to be University
4. ABSTRACT
• In industries like the manufacturing industry, you can’t afford making a single
mistake in the development process. A minor error can become the reason for re-
building or improving an existing product, which will be costly and also time-
consuming.
• The current demand to reduce the extra time and cost involved in taking a product
from conceptualization to production has forced companies to turn to new and
emerging immersive technologies in their area of manufacturing.
5. INTRODUCTION
• Immersive technology refers to technology that attempts to emulate a physical
world through the means of a digital or simulated world, thereby creating a sense
of immersion. Immersion is the state of consciousness where an immersant's
awareness of physical self is diminished or lost by being surrounded in an
engrossing total environment, that will be often artificial.
• Immersive technology consists of several tools which can be used for research and
development such as virtual reality (VR), augmented reality (AR), mixed reality
(MR). VR holds great potential in manufacturing applications to solve problems
before being employed in practical manufacturing thereby preventing costly
mistakes.
6. TOOLS IN IMMERSIVE TECHNOLOGY
• Virtual reality:
It is a digital environment that replaces the user’s
physical surroundings.
• Augmented reality:
It is the blending of real environment and the
virtual environment.
• Mixed reality:
It is an integration of virtual content and the real world
environment that enables interaction among elements of both.
7. HARDWARE COMPONENTS IN IMMERSIVE
TECHNOLOGY
• Personal Computer (PC):
Processor: Intel i5-4590 equivalent or greater.
Graphics Unit: NVIDIA GTX 970 or AMD R9 290 or greater.
RAM: 8GB RAM or more.
Operating System: Windows 7 64 bit or greater.
• Head-Mounted Display(HMD):
Display Technology: Most commonly used display is LCD panel, the
same type of panel used in smartphones, modern televisions and computer monitors.
A newcomer to the display technology game is OLED (Organic Light-Emitting
Diode), which we are beginning to see more and more of already.
8. • Input Devices:
Motion-tracked handheld controllers.
Sensors and Cameras
• Projectors:
Specifically referring to a miniature projector often found in a
forward and outward-facing position on wearable augmented reality headsets. The
projector can essentially turn any surface into an interactive environment.
• Processors:
These devices require significant computer processing power and
utilize many of the same components that our smartphones do. These components
include a CPU, a GPU, flash memory, RAM, Bluetooth/Wifi microchip, global
positioning system (GPS) microchip, and more.
11. IMPLEMENTING IMMERSIVE TECHNOLOGY IN
SHOP FLOORS
• Virtual reality acts as a fence between a tedious 2D experience on
screen to a real experience and it also improves the worker safety and
efficiency.
• VR can predict the consequences by giving companies a valuable
foresight and quickly help manufacturers find inaccuracy in a product
blueprint and fix it. VR analytics give a lots of choices for the
customers insights, it helps enterprises to focus on their customers
satisfaction.
• The technology allows manufacturers to interact with the VR model in
a practical way before building a real model. This is a cost effective
approach, allows agility and saves time.
12. • Ford an American multinational automaker company was the first one
to adopt virtual reality in its manufacturing process and the first one to
build a VR model. They use Oculus Rift and HTC Vive to see the
changes and how it can impact the model.
• Ford uses their own in-house solutions into virtual models to improve
their automotive designs. Their designers utilize immersive technology
to participate virtually from different part of the world to take a tour of
a new car.
• So these immersive technology is able to organize a Multinational
conference in which they can discuss about their model and do the
necessary changes.
13. Immersive Technology in Technical Training
• Jaguar Land Rover (JLR) partnered with Bosch and RE’FLECT to
design an AR integrated training app for employees which will give
more real time experience.
• The objective of the app is to train new technicians without removing
and reinstalling the vehicle dashboard.
• With the newly designed app, the mechanic simply has to point the
iPad at the dashboard or the bonnet of the car to see everything that is
hidden behind the paneling. From sensors, wirings, and connections,
the mechanic can easily determine their exact locations and also
interact with each individual component.
14. • The app generates connection and wiring diagrams, allowing the
instructors to perform the training exercises on the actual vehicle
without the need to spend time in dismantling and re-assembling. The
visual knowledge transfer is helping JLR to train new employees
quickly while keeping the training costs to a minimum.
15. ADVANTAGES
• The Immersive technology is allowing manufacturers to reach the review process without
incurring any cost of build a prototype.
• .Workers can be trained in a digital environment, allowing for proactive training of what-
if scenarios, which will reduce incidents, injuries, and delays in production.
DISADVANTAGES
• Cost of the components were very high.
• Virtual reality systems cannot be easily integrated with manufacturers’ existing
design systems.
16. COURTSEY: KZero, it is a consulting firm for companies and organizations operating
in the virtual space
17. CONCLUSION
• By seeing al these advantages of immersive technology , the
manufacturing industries are eager to implement this technology in
their industries.
• It will also reduce the time consumption and material wastage during
real time manufacturing.
• By a report published by “TECH PRO” it is explained that 57.5% of
enterprises are considering adopting Immersive technology and
26.5% within the next 3 years.
18. REFERENCES
• Immersive techniques in manufacturing,B Korves and M Loftus School of
Manufacturing and Mechanical Engineering, The University of Birmingham,
UK(1999).
• Virtual reality in Industries,Mandeep Handa, Er. Gagandeep Aul, Shelja
Bajaj
• AR and VR implementation in production,Lala Lajpat Rai Institute of
Engineering & Technology, Ghal Kalan, Moga (Punjab)(2001).
• Augmented reality applications,Mohd.Fairuz Shiratuddin & Abdul Nasir
Zulkifli School of Information Technology University Utara Malaysia 06010
Sintok, Kedah Malaysia(2006).
• Dr Sam Turner,CTO High Value Manufacturing Cataput July 2018.
19. FEEDBACK FOR ACADEMIC WRITING
• It is most important for an educator to have good academic writing skills. I found
this course as an eye opener and learnt many tips to improve my academic writing
skills.
• Plagiarism and Journal and Author Metrics were the two modules I liked the
most.
• I am definitely going to take suggestions from the current ‘Academic Writing
Course’ that I’m attending and I will definitely suggest this course to my fellow
juniors. I sincerely hope to continuously strive to excel as a professional writer.
• I thank the coordinators of this course to have spent their time and efforts to make
videos and compile these modules for the benefit of the entire professional
community members.
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