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1.
One of the major problems in automotive assembly consists in achieving alignment within the specified tolerances between car panels that make up the exterior bodywork. To reduce errors and time requested to perform the assigned assembly tasks, workers should be guided during these panel fitting operations. Augmented Reality (AR) could be particularly suitable in this regard, as it represents one of the most promising tools to support personnel, with constantly growing applications in production processes. Following this trend, the present work aims to present an AR prototype system for supporting the operator during panel fitting operations of car body assembly, by providing instructions to correct alignment errors in terms of gap and flushness. A real case study concerning the fine alignment of car body panels with respect to the front light projector is also presented.  相似文献   

2.
Many studies have shown the benefits of augmented reality (AR) to improve manufacturing and control processes in industry. However, the presentation of AR content through optical see-through head-mounted displays may induce unnatural viewing conditions, which consequences on the user’s visual system have not been investigated yet. This study aimed at assessing whether using AR instructions to guide a manual task, i.e., conditions where the user is forced to repeatedly look at and accommodate in different planes to extract information from both real and virtual environments, could potentially impact the visual system of operators. A before/after design study was carried out, asking 26 participants to perform Lego assemblies for 30 min with either paper or AR instructions. The effects of using AR compared to paper instructions were evaluated both on binocular vision, with classical optometric measurements, and on visual fatigue, with the Virtual Reality Symptoms Questionnaire. No clinically significant differences in optometric measurements (far/near visual acuity, stereoacuity, phoria, convergence, fusional amplitude, accommodation amplitude, accommodative convergence) have been found between AR and paper instructions, and only negligible fatigue symptoms have been seen specifically for AR. Results from both objective and subjective measurements suggest that there is no impact of AR on the oculomotor system and that, in this specific case of use, AR can be safely used for production operators.  相似文献   

3.
一种基于视沉的增强现实三维注册算法   总被引:8,自引:1,他引:8       下载免费PDF全文
为了提高增强现实系统三维注册的精度和效率,提出了一种基于计算机视觉的增强现实三维注射算法,并已将其用于采用透射式头盔显示器的增强现实系统中,该算法有如下特点:(1)构架简单,实用性强,一般情况下只需4个平面标志物就可实现三维注册;(2)工作范围大,甚至可以应用到室外的增强现实系统中;(30数值求解过程最线性过程,误差小,可以满足增强现实系统高精度三维注册的要求,另外,应用这种算法所需要作的图象处理计算量很小,其典型系统包括一个彩色CCD和几个不同颜色的标志点,由于很容易获得标志点的对应像面位置,而且不需要计算图象对,因此实时性好,是一般图形工作站和PC机上的增强现实系统进行实时注册的算法基础。  相似文献   

4.
What if we could visualize and interact with information directly in the context of our surroundings? Our research group is exploring how augmented reality (AR) could someday make this possible. AR integrates a complementary virtual world with the physical world-for example, by using head-tracked see-through head-worn displays to overlay graphics on what we see. Instead of looking back and forth between the real world and a PDA, we look directly at the real world and the virtual information overlaid on it. At the heart of this approach is context-aware computing, computing systems that are sensitive to the context in which they operate, ranging from human relationships to physical location. For example, information might be tied to specific locations within a global, Earth-centered, coordinate system. How can we design effective mobile AR user interfaces? We've been trying to answer this question in part by developing experimental AR research prototypes. In AR, as in work on information visualization using desktop technologies, the amount of information available can far exceed what a system can legibly display at a given time, necessitating information filtering. Julier et al. (2000) have developed information filtering techniques for AR that depend on the user's goals, object importance, and proximity. We assume that a system can accomplish information filtering of this sort and that our system is displaying everything it should.  相似文献   

5.
In this paper, we focus on a critical aspect of work in organizations: using information in work tasks which is provided by information systems (IS) such as enterprise content management (ECM) systems. Our study based on the IS success model, 34 interviews, and an empirical study of 247 ECM system users at a financial service provider indicates that it is appropriate to differentiate between contextual and representational information quality as two information quality dimensions. Furthermore, we reveal that in addition to system quality, the two information quality dimensions are important in determining end-user satisfaction, which in turn influences the manifestation of workarounds. Our study also finds that employees using workarounds to avoid an ECM system implemented several years is negatively related to individual net benefits of the ECM system. Hence, we conclude that when investigating large-scale IS such as ECM systems, it is important to differentiate among information quality dimensions to more deeply understand end-user satisfaction and the resulting manifestation of workarounds. Moreover, this research guides organizations in implementing the most appropriate countermeasures based on the importance of either contextual or representational information quality.  相似文献   

6.
Wearable augmented reality (AR) smart glasses have been utilized in various applications such as training, maintenance, and collaboration. However, most previous research on wearable AR technology did not effectively supported situation-aware task assistance because of AR marker-based static visualization and registration. In this study, a smart and user-centric task assistance method is proposed, which combines deep learning-based object detection and instance segmentation with wearable AR technology to provide more effective visual guidance with less cognitive load. In particular, instance segmentation using the Mask R-CNN and markerless AR are combined to overlay the 3D spatial mapping of an actual object onto its surrounding real environment. In addition, 3D spatial information with instance segmentation is used to provide 3D task guidance and navigation, which helps the user to more easily identify and understand physical objects while moving around in the physical environment. Furthermore, 2.5D or 3D replicas support the 3D annotation and collaboration between different workers without predefined 3D models. Therefore, the user can perform more realistic manufacturing tasks in dynamic environments. To verify the usability and usefulness of the proposed method, we performed quantitative and qualitative analyses by conducting two user studies: 1) matching a virtual object to a real object in a real environment, and 2) performing a realistic task, that is, the maintenance and inspection of a 3D printer. We also implemented several viable applications supporting task assistance using the proposed deep learning-based task assistance in wearable AR.  相似文献   

7.
虚拟现实技术的应用使远程控制系统得到发展,增强现实技术是虚拟现实技术的拓展,它将计算机生成的虚拟物体叠加到用户感知的真实世界中.提出并实现了一种基于增强现实的机器人远程控制系统,并就其结构和关键技术进行详细的说明,实验及运行结果表明该系统能有效地改善人机交互能力,并能提高远程控制的精度.  相似文献   

8.
This systematic review study synthesizes research findings pertaining to the use of augmented reality (AR) in language learning. Published research from 2014 to 2019 has been explored and specific inclusion and exclusion criteria have been applied resulting in 54 relevant publications. Our findings determined: (a) devices and software employed for mastering AR; languages and contexts in which AR had been applied; theoretical perspectives adopted for guiding the use of AR; the number of participants in AR activities and benefits from using AR as an educational tool in the language classroom; (b) alignment of the affordances of Augmented Reality with the KSAVE (Knowledge, Skills, Attitudes, Values, Ethics) 21st-century skills framework; (c) future directions in AR research and practice. The main findings from this review demonstrate the popularity of mobile-based AR for supporting vocabulary (23.9%), reading (12.7%), speaking (9.9%) writing (8.5%) or generic language skills (9.9%). Our findings also uncovered areas that merit future attention in the application of AR in language learning – for instance learning theories were not often considered in the implementation of AR. The study concludes with suggestions for future research especially in the areas of instructional design and user experience.  相似文献   

9.
Augmented Reality (AR) systems in last few years show great potentialities in the manufacturing context: recent pilot projects were developed for supporting quicker product and process design, as well as control and maintenance activities. The high technological complexity together with the wide variety of AR devices require a high technological skill; on the other hand, evaluating their actual impacts on the manufacturing process is still an open question. Few recent studies have analysed this topic by using qualitative approaches based on an “ex post” analysis – i.e. after the design and/or the adoption of the AR system - for evaluating the effectiveness of a developed AR application. The paper proposes an expert based tool for supporting production managers and researchers in effectively evaluating a preliminary ex-ante feasibility analysis for assessing quantitatively most efficient single AR devices (or combinations) to be applied in specific manufacturing processes. A multi-criteria model based on Analytic Hierarchy Process (AHP) method has been proposed to provide decision makers with quantitative knowledge for more efficiently designing AR applications in manufacturing. The model allows to integrate, in the same decision support tool, technical knowledge regarding AR devices with critical process features characterizing manufacturing processes, thus allowing to assess the contribution of the AR device in a wider prospective compared to current technological analyses. A test case study about the evaluation of AR system in on-site maintenance service is also discussed aiming to validate the model, and to outline its global applicability and potentialities. Obtained results highlighted the full efficacy of the proposed model in supporting ex-ante feasibility studies.  相似文献   

10.
Organizational ‘innovation laboratories’, dedicated facilities for encouraging creative behaviours and supporting innovative projects, have received scant academic attention despite their increasing popularity with a range of different practitioners. This paper develops an initial theoretical explanation of the phenomenon, based upon notions of organizational learning and dynamic capabilities. This framework is then used as the basis for analysing the structure, infrastructure, benefits and dis‐benefits of three UK‐based laboratory facilities (mass service, government department, academic institution). Preliminary conclusions suggest that the ‘innovation laboratory’ can offer real benefits for organizations: reinforcing corporate commitment to innovation and creativity by providing a physical manifestation of dynamic capability and double‐loop learning concepts. Although the physical design of the space is central to its functionality – emphasizing dislocation from day‐to‐day activity, eliminating hierarchy, encouraging participation – direct facilitation remains critical to successful operation. There are also dis‐benefits associated with what can be substantial financial investments and there is some evidence that such facilities can have a relatively short useful lifespan. Given the limited nature of the empirical base, the paper concludes with some specific suggestions for further work.  相似文献   

11.
增强现实综述   总被引:44,自引:0,他引:44       下载免费PDF全文
增强现实(augmented reality,AR)技术可以将虚拟的物体合并到现实场景中,并能支持用户与其进行交互,它已经成为虚拟现实研究中的一个重要领域,也是人机界面技术发展的一个重要方向。为了使人们对其有所了解,该文首先概略描述了这个领域的主要研究内容和进展情况,并详细介绍了增强现实中的支撑技术、开发工具和相关理论;然后针对当前AR应用的现状,分析了实现中的难点问题,并给出了与AR普及应用密切相关的一些系统框架和开发平台的描述,最后介绍了几个典型的AR应用实例。  相似文献   

12.
Does visually perceived distance differ when objects are viewed in augmented reality (AR), as opposed to the real world? What are the differences? These questions are theoretically interesting, and the answers are important for the development of many tablet- and phone-based AR applications, including mobile AR navigation systems. This article presents a thorough literature review of distance judgment experimental protocols, and results from several areas of perceptual psychology. In addition to distance judgments of real and virtual objects, this section also discusses previous work in measuring the geometry of virtual picture space and considers how this work might be relevant to tablet AR. Then, the article presents the results of two experiments. In each experiment, observers bisected egocentric distances of 15 and 30 m in tablet-based AR and in the real world, in both indoor corridor and outdoor field environments. In AR, observers bisected the distances to virtual humans, while in the real world, they bisected the distances to real humans. This is the first reported research that directly compares distance judgments of real and virtual objects in a tablet AR system. Four key findings were: (1) In AR, observers expanded midpoint intervals at 15 m, but compressed midpoints at 30 m. (2) Observers were accurate in the real world. (3) The environmental setting—corridor or open field—had no effect. (4) The picture perception literature is important in understanding how distances are likely judged in tablet-based AR. Taken together, these findings suggest the depth distortions that AR application developers should expect with mobile and especially tablet-based AR.  相似文献   

13.
There is a large volume of published studies describing the positive role of Augmented Reality (AR) in educational settings. However, there is a paucity of empirical work that explores its role in supporting primary school pupil's motivation and creativity. Moreover, numerous studies have confirmed that pupils have difficulties in learning geometry and thinking geometrically. In this context, this paper explores the possibility of using AR software for low-grade primary school pupils to enhance their creative thinking and increase their motivation during the informal geometry training course. A research-based design process is adopted to replicate the primary school pupil's learning in this study, where pupils in the experimental group used mobile application to access AR virtual manipulatives, pupils in the control group used physical manipulatives. The applied AR technology allows pupils to handle 2D and 3D rounded corners and simple closed curves to find the most effective solutions for some learning challenges. Sixty-two pupils from the first-grade primary school in Egypt have participated in this study with the aim of investigating: (a) the primary school pupil's achievements and creative thinking in using AR techniques, and (b) the specific strategies that can increase their motivation and engagement. The most obvious finding to emerge from this study is that there was no statistically significant difference between the groups in geometry learning achievement, while statistically significant differences were found between the groups in the motivation and creative thinking skills in favour of the experimental group.  相似文献   

14.
The paper presents an ergonomic analysis carried out in the early phases of an R&D project. The purpose was to investigate the functioning of today's Automotive Service Technicians (ASTs) training in order to inform the design of an Augmented Reality (AR) teaching aid. The first part of the paper presents a literature review of some major problems encountered by ASTs today. The benefits of AR as technological aid are also introduced. Then, the methodology and the results of two case studies are presented. The first study is based on interviews with trainers and trainees; the second one on observations in real training settings. The results support the assumption that today's ASTs' training could be regarded as a community-of-practice (CoP). Therefore, AR could be useful as a collaboration tool, offering a shared virtual representation of real vehicle's parts, which are normally invisible unless dismantled (e.g. the parts of a hydraulic automatic transmission). We conclude on the methods and the technologies to support the automotive CoP.  相似文献   

15.
Smart manufacturing offers a high level of adaptability and autonomy to meet the ever-increasing demands of product mass customization. Although digitalization has been used on the shop floor of modern factory for decades, some manufacturing operations remain manual and humans can perform these better than machines. Under such circumstances, a feasible solution is to have human operators collaborate with computational intelligence (CI) in real time through augmented reality (AR). This study conducts a systematic review of the recent literature on AR applications developed for smart manufacturing. A classification framework consisting of four facets, namely interaction device, manufacturing operation, functional approach, and intelligence source, is proposed to analyze the related studies. The analysis shows how AR has been used to facilitate various manufacturing operations with intelligence. Important findings are derived from a viewpoint different from that of the previous reviews on this subject. The perspective here is on how AR can work as a collaboration interface between human and CI. The outcome of this work is expected to provide guidelines for implementing AR assisted functions with practical applications in smart manufacturing in the near future.  相似文献   

16.
The proliferation of DevOps enables significant acceleration and automation of the delivery and deployment of massive software products. Unfortunately, the development of supporting documents that is vital for large-scale software systems in many cases does not keep pace with the rhythm of feature delivery using DevOps in practice, which becomes the bottleneck for many software organizations to deliver full value to the customers as claimed by the DevOps. This paper proposes, implements, and evaluates an integrated approach, DevDocOps, for continuous automated documentation, in particular for DevOps. With DevDocOps, supporting documents are created along with the development process simultaneously by various roles within a DevOps project, which largely guarantees the accuracy and integrity of documents as well as significantly increases their delivery speed. Within an established delivery chain, a set of templates are created to collect and transform the required information from its origin to the target documents for delivery. A real system, iDoc, is implemented to map, collect, and synthesize the information from document templates and automate the documentation process. DevDocOps has been successfully adopted in a top-tier global telecommunication enterprise to support more than 5000 users with different roles related to documentation. The lag time between the releases of the product version and its supporting document has been shortened from 1 to 2 months on average to less than 2 days. DevDocOps extends the scope of DevOps and enhances the value delivery by supporting continuous documentation and bridges the gap between feature delivery and document delivery with automation.  相似文献   

17.
《Ergonomics》2012,55(10):1127-1139
This paper presents the case for the need for ‘Action Research’ (AR) approaches to gain understanding of how ergonomics considerations can best be integrated into the design of new work systems. The AR researchers work collaboratively with other stakeholders to solve a real-world problem: gaining insight into the problem and factors influencing solution building from an embedded position in the development process. This experience is interpreted in terms of available theory and can support further theory development. This non-experimental approach can help provide practical new approaches for integrating ergonomics considerations into real work system design processes. The AR approach suffers from a lack of acceptance by conventionally trained scientists. This paper aims to help overcome this weakness by developing the underlying theory and rationale for using AR approaches in ergonomics research. We propose further development of hybrid approaches which incorporate other evaluation techniques to extend the knowledge gains from AR projects.

Practitioner Summary: Researchers should engage directly with organisations in ergonomics projects so that they can better understand the challenges and needs of practitioners who are trying to apply available scientific knowledge in their own unique context. Such ‘Action Research’ could help develop theory and approaches useful to improve mobilisation and application of ergonomics knowledge in organisations.  相似文献   

18.
Mobile work has been found to offer the benefits of flexibility and empowerment to employees as well as improved savings, productivity, and employee retention to organizations. Nevertheless, challenges and risks associated with mobile work can erode acceptance and continuance of mobile work. Drawing upon the theoretical work on information system (IS) continuance and using data collected from 238 knowledge mobile workers, this study develops and validates a model of mobile work continuance. Our findings suggest: (1) the expectation-confirmation framework provides strong theoretical support for explaining mobile work continuance, and (2) outcome construct and experiential constructs affect knowledge workers’ mobile work continuance intention.  相似文献   

19.
Due to limited budgets and manpower, most elementary schools in Taiwan do not plan or provide library instruction for students. Although students can use libraries, they typically lack the knowledge needed to use library resources effectively. Consequently, students have difficulty finding the books they need and can easily become overwhelmed by the massive amount of information in libraries. Computer-assisted instruction for teaching basic library skills to large numbers of students is an appealing method. Particularly, developing augmented reality (AR) technologies for learning have garnered considerable attention in education research. Many researchers and scholars believe that integrating teaching and AR enhances student learning performance and motivation. This work develops an educational AR system based on situated learning theory, and applies innovative augmented reality interactive technology to a library’s learning environment. Student library knowledge can be enhanced via the proposed augmented reality library instruction system (ARLIS). Experimental results demonstrate that student learning performance is improved significantly by using the proposed ARLIS. Moreover, this work demonstrates that using the proposed ARLIS for library instruction results in the same learning performance as conventional librarian instruction and there is no gender difference on learning performance between the proposed ARLIS and conventional librarian instruction. Moreover, the proposed library instruction system overcomes shortcomings of personal teaching skills of librarians that may adversely affect student learning performance by conveying the same learning content to all students. Additionally, the proposed system results in better learning performance for learners with the field-dependent cognitive style than learners with the field-independent cognitive style. Further, the proposed system provides more benefits in terms of library skills of application and comprehension than conventional librarian instruction. Moreover, the learning performance of students is not affected by their gaming skills. Therefore, student gaming skills do not need to be considered when adopting the proposed system in library instruction programs.  相似文献   

20.
The scheduling of arbitrarily divisible loads on a distributed system is studied by Divisible Load Theory (DLT). DLT has the underlying assumption that the processors will not cheat. In the real world, this assumption is unrealistic as the processors are owned and operated by autonomous rational organizations that have no a priori motivation for cooperation. Consequently, they will manipulate the algorithms if it benefits them to do so. In this work, we propose strategyproof mechanisms for scheduling divisible loads on three types of bus-connected distributed systems. These mechanisms provide incentives to the processors to obey the prescribed algorithms and to truthfully report their parameters, leading to an efficient load allocation and execution.  相似文献   

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