The introduction of immersive technologies reduces the likelihood of accidents in the industry

2021 ◽  
pp. 36-41
Author(s):  
I. V. Simonov

The causes of industrial accidents are most often based on the human factor. Industrial companies today strive for zero injuries, so they try to improve the quality of employee training. To achieve these goals, many of them implement solutions based on immersive technologies in the production process. For example, simulators for training employees to work with equipment based on virtual reality (VR) or three-dimensional graphics (3-dimensional, 3D). Such technologies replace the practice of working on real equipment and allow you to develop skills more deeply in a safe environment. In addition, with the help of virtual reality, you can simulate any emergency situations that are unacceptable to create on real objects. All this subsequently helps to reduce the negative impact of the human factor in production, which means that it reduces the likelihood of injuries, accidents or even deaths at enterprises.

2020 ◽  
pp. 55-60
Author(s):  
I.V. Simonov

One of the causes of accidents at industrial enterprises is most often the human factor. In pursuit of zero injury, industrial companies strive to improve the quality of employee training. Solutions based on immersive technologies are being introduced into the production process, for example, simulators for training employees to work with equipment based on virtual reality (VR) or three-dimensional graphics (3-dimensional, 3D). Such technologies replace the practice of working on real equipment and allow deeper training of skills in a safe environment. In addition, using virtual reality, you can simulate any emergency situations that are unacceptable to be created on real objects. All this subsequently helps to reduce the negative impact of the human factor on production, and therefore, to reduce the likelihood of injuries, accidents or even fatalities at enterprises.


2002 ◽  
Vol 95 (2) ◽  
pp. 573-582 ◽  
Author(s):  
Keikichi Hayashibe

This study examined how well reality was reproduced in several conditions of virtual reality, by mutually comparing the perception of distance in actual 3-dimensional space and 3-dimensional video-recorded space. Apparent distances in both indoor and outdoor situations were estimated by 10 adolescents. Analysis showed that relations between apparent distance and physical distance in the actual spaces both in indoor and outdoor situations arc described by 0.95 and 1.01 power exponents, respectively. On the other hand, the underestimations of the apparent distance are shown in the 3-dimensional video-recorded and the virtual reality spaces both in indoor and outdoor situations whose exponents ranged from .53 to .80.


2020 ◽  
pp. 209-213
Author(s):  
Д.А. Татаренков ◽  
Г.Г. Рогозинский ◽  
И.Г. Малыгин ◽  
А.В. Богданов

В данной статье представлена улучшенная технология обучения персонала морских судов. Одной из особенностей этой технологии является применение виртуальной реальности для моделирования рабочего пространства персонала и нештатных ситуаций на рабочих местах. Рассматриваемая технология может быть использована для создания тренажеров морских судов с применением киберфизических систем. Отработка техники безопасности на море в безопасной среде возможна благодаря комбинированию методов рендеринга виртуального рабочего пространства и частичного воспроизведения элементов управления судна в виде интерфейсов взаимодействия обучаемого со средой виртуальной реальности тренажёра. Моделирование непредвиденных обстоятельств - простой и эффективный метод тренировки, когда у члена экипажа есть определенный запас времени. Для формирования пространства в виртуальной среде, как правило, используется метод трёхмерного моделирования объектов, что требует предварительные обмеры реальных объектов, создание технических чертежей. Этот процесс занимает большое количество времени и требует высококвалифицированный персонал для обработки материала и воссоздания помещений и предметов в виде 3D-моделей. Основная цель этой статьи - представить прототип технологии, с помощью которой можно синтезировать дополнительные ракурсы в виртуальной среде на основе реальных изображений и их карт глубины, что значительно сокращает время разработки модели корабля для создания его симулятора. This article presents an improved process for training ship personnel. One of the features of this process is the use of virtual reality to simulate the workspace of personnel and emergency situations at workplaces. The process in question can be used to create simulators for sea vessels using cyber-physical systems. Practicing safety at sea in a safe environment is possible due to the combination of methods for rendering a virtual workspace and partial implementation of ship controls in the form of interfaces for interaction of a trainee with the virtual reality environment of the simulator. Simulation of contingencies is a simple and effective training method when the crew member has a certain amount of time. To form space in a virtual environment, as a rule, the method of three-dimensional modeling of facilities is used, which requires making preliminary measurements of real facilities, creating technical drawings. This process takes a lot of time and requires highly qualified personnel to process the material and recreate the premises and objects in the form of 3D models. The main goal of this article is to show a prototype of the process that can be used to synthesize additional perspectives in a virtual environment based on real images and their depth maps, which significantly reduces a development time for a ship model to create its simulator.


Author(s):  
Robert Glaeser ◽  
Thomas Bauer ◽  
David Grano

In transmission electron microscopy, the 3-dimensional structure of an object is usually obtained in one of two ways. For objects which can be included in one specimen, as for example with elements included in freeze- dried whole mounts and examined with a high voltage microscope, stereo pairs can be obtained which exhibit the 3-D structure of the element. For objects which can not be included in one specimen, the 3-D shape is obtained by reconstruction from serial sections. However, without stereo imagery, only detail which remains constant within the thickness of the section can be used in the reconstruction; consequently, the choice is between a low resolution reconstruction using a few thick sections and a better resolution reconstruction using many thin sections, generally a tedious chore. This paper describes an approach to 3-D reconstruction which uses stereo images of serial thick sections to reconstruct an object including detail which changes within the depth of an individual thick section.


Author(s):  
Neil Rowlands ◽  
Jeff Price ◽  
Michael Kersker ◽  
Seichi Suzuki ◽  
Steve Young ◽  
...  

Three-dimensional (3D) microstructure visualization on the electron microscope requires that the sample be tilted to different positions to collect a series of projections. This tilting should be performed rapidly for on-line stereo viewing and precisely for off-line tomographic reconstruction. Usually a projection series is collected using mechanical stage tilt alone. The stereo pairs must be viewed off-line and the 60 to 120 tomographic projections must be aligned with fiduciary markers or digital correlation methods. The delay in viewing stereo pairs and the alignment problems in tomographic reconstruction could be eliminated or improved by tilting the beam if such tilt could be accomplished without image translation.A microscope capable of beam tilt with simultaneous image shift to eliminate tilt-induced translation has been investigated for 3D imaging of thick (1 μm) biologic specimens. By tilting the beam above and through the specimen and bringing it back below the specimen, a brightfield image with a projection angle corresponding to the beam tilt angle can be recorded (Fig. 1a).


1998 ◽  
Vol 79 (01) ◽  
pp. 104-109 ◽  
Author(s):  
Osamu Takamiya

SummaryMurine monoclonal antibodies (designated hVII-B101/B1, hVIIDC2/D4 and hVII-DC6/3D8) directed against human factor VII (FVII) were prepared and characterized, with more extensive characterization of hVII-B101/B1 that did not bind reduced FVIIa. The immunoglobulin of the three monoclonal antibodies consisted of IgG1. These antibodies did not inhibit procoagulant activities of other vitamin K-dependent coagulation factors except FVII and did not cross-react with proteins in the immunoblotting test. hVII-DC2/D4 recognized the light chain after reduction of FVIIa with 2-mercaptoethanol, and hVIIDC6/3D8 the heavy chain. hVII-B101/B1 bound FVII without Ca2+, and possessed stronger affinity for FVII in the presence of Ca2+. The Kd for hVII-B101/B1 to FVII was 1.75 x 10–10 M in the presence of 5 mM CaCl2. The antibody inhibited the binding of FVII to tissue factor in the presence of Ca2+. hVII-B101/B1 also inhibited the activation of FX by the complex of FVIIa and tissue factor in the presence of Ca2+. Furthermore, immunoblotting revealed that hVII-B101/B1 reacted with non-reduced γ-carboxyglutaminic acid (Gla)-domainless-FVII and/or FVIIa. hVII-B101/B1 showed a similar pattern to that of non-reduced proteolytic fragments of FVII by trypsin with hVII-DC2/D4 on immunoblotting test. hVII-B101/B1 reacted differently with the FVII from the dysfunctional FVII variant, FVII Shinjo, which has a substitution of Gln for Arg at residue 79 in the first epidermal growth factor (1st EGF)-like domain (Takamiya O, et al. Haemosta 25, 89-97,1995) compared with normal FVII, when used as a solid phase-antibody for ELISA by the sandwich method. hVII-B101/B1 did not react with a series of short peptide sequences near position 79 in the first EGF-like domain on the solid-phase support for epitope scanning. These results suggested that the specific epitope of the antibody, hVII-B101/B1, was located in the three-dimensional structure near position 79 in the first EGF-like domain of human FVII.


2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


1994 ◽  
Vol 29 (2-3) ◽  
pp. 293-308
Author(s):  
J. Koponen ◽  
M. Virtanen ◽  
H. Vepsä ◽  
E. Alasaarela

Abstract Three-dimensional (3-D) mathematical models of water currents, transport, mixing, reaction kinetic, and interactions with bottom and air have been used in Finland regularly since 1982 and applied to about 40 cases in large lakes, inland seas and their coastal waters. In each case, model validity has been carefully tested with available flow velocity measurements, tracer studies and water quality observations. For operational use, i.e., for spill combatting and sea rescue, the models need fast response, proven validity and illustrative visualization. In 1987-90, validated models were implemented for operational use at five sea areas along the Finnish coast. Further validation was obtained in model applications from nine documented or arranged cases and from seven emergency situations. Sensitivity tests supplement short-term validation. In the Bothnian Sea, it was nescessary to start the calculation of water currents three days prior to the start of the experiment to reduce initial inaccuracies and to make the coastal transport estimates meaningful.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 287-288
Author(s):  
Jeffrey Hausdorff ◽  
Nofar Schneider ◽  
Marina Brozgol ◽  
Pablo Cornejo Thumm ◽  
Nir Giladi ◽  
...  

Abstract The simultaneous performance of a secondary task while walking (i.e., dual tasking) increases motor-cognitive interference and fall risk in older adults. Combining transcranial direct current stimulation (tDCS) with the concurrent performance of a task that putatively involves the same brain networks targeted by the tDCS may reduce the negative impact of dual-tasking on walking. We examined whether tDCS applied while walking reduces the dual-task costs to gait and whether this combination is better than tDCS alone or walking alone (with sham stimulation). In 25 healthy older adults (aged 75.7±10.5yrs), a double-blind, within-subject, cross-over pilot study evaluated the acute after-effects of 20 minutes of tDCS targeting the primary motor cortex and the dorsal lateral pre frontal cortex during three separate sessions:1) tDCS while walking on a treadmill in a virtual-reality environment (tDCS+walking), 2) tDCS while seated (tDCS+seated), and 3) walking in the virtual-reality environment with sham tDCS (sham+walking). The complex walking condition taxed motor and cognitive abilities. During each session, single- and dual-task walking and cognitive function were assessed before and immediately after stimulation. Compared to pre-tDCS performance, tDCS+walking reduced the dual-task cost to gait speed (p=0.004) and other gait features (e.g., variability p=0.02), and improved (p<0.001) executive function (Stroop interference score). tDCS+seated and sham+walking did not affect the dual-task cost to gait speed (p>0.17). These initial findings demonstrate that tDCS delivered during challenging walking ameliorates dual-task gait and executive function in older adults, suggesting that the concurrent performance of related tasks enhances the efficacy of the neural stimulation and mobility.


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