Visvesvaraya Technological University: Implementation of Ar/Vr For Industrial Use
Visvesvaraya Technological University: Implementation of Ar/Vr For Industrial Use
Visvesvaraya Technological University: Implementation of Ar/Vr For Industrial Use
BELAGAVI-590 018
SEMINAR REPORT
(17MES86)
BACHELOR OF ENGINEERING
IN
MECHANICAL ENGINEERING
Submitted by
STUDENT NAME: KISHAN SOLANKI
USN: 4BD18ME415
GUIDE
Dr. THIPPESWAMY EKBOTE
M.E., PhD, MISTE., MIE
Professor & Head
P.G Program in Machine Design
2020-2021
DEPARTMENT OF MECHANICAL ENGINEERING
BAPUJI INSTITUTE OF ENGINEERING AND TECHNOLOGY
SHAMANUR ROAD, DAVANGERE – 577004, KARNATAKA
(Affiliated to Visvesvaraya Technological University)
BAPUJI INSTITUTE OF ENGINEERING AND TECHNOLOGY
SHAMANUR ROAD, DAVANGERE-577004, KARNATAKA
GUIDE
Dr. THIPPESWAMY EKBOTE
M.E., PhD, MISTE., MIE
Professor & Head
P.G Program in Machine Design
Vision
Mission
BIET contributes to the growth and development of its students by imparting a broad based
engineering education and empowering them to be successful in their chosen field by
inculcating in them positive approach, leadership qualities and ethical values.
Mission
M1: To impart quality technical education through effective teaching-learning process leading to
development of professional skills and attitude to excel in Mechanical Engineering.
M2: To interact with institutes of repute, to enhance academic and research activities.
M3: To inculcate creative thinking abilities among students and develop entrepreneurial skills.
M4: To imbibe ethical, environmental friendly and moral values amongst students through broad
based education.
Program Educational Objectives (PEOs)
PEO1: Enable to understand mechanical engineering systems those are technically viable,
economically feasible and socially acceptable to enhance quality of life.
PEO2: Apply modern tools and techniques to solve real problems in mechanical and allied
engineering streams.
PEO3: Communicate effectively using innovative tools, to demonstrate leadership and
entrepreneurial skills.
PEO4: Be a professional having ethical attitude with multidisciplinary approach to achieve self
and organizational goals.
PEO5: Utilize the best academic environment to create opportunity to cultivate lifelong learning
skills needed to succeed in profession.
Course Outcomes
At the end of technical seminar, students will be able to:
CO1. Identify and compare technical and practical issues related to the area of selected topic.
CO2. Demonstrate the ability to describe, interpret and analyze technical issues.
CO3. Prepare a well-organized report employing elements of technical writing and critical thinking.
CO4. Develop competence in presenting. Gain the ability to communicate effectively with oral and
visual means in a technical setting problem.
ACKNOWLEDGEMENT
The sense of contentment and elation that accompanies the successful completion of any task
would be incomplete without mentioning the names of people who helped in accomplishment
of the work.
I would like to express our gratitude to my Guide Dr. THIPPESWAMY EKBOTE for
guiding in completing the seminar work and for the continuous encouragement.
I would like to thank our beloved principal Dr. H.B. ARAVINDA for constant support and
encouragement.
I thankfully acknowledge the help received from the technical project work Co-ordinators
ASHOKA. E and ANAND K. J for guiding in the right way to complete the work according
to the university requirements.
Finally, I would express my sincere thanks to all the teaching and non-teaching staff of the
department for providing all the necessary support and Families & friends, who have
extended their co-operation.
Augmented Reality (AR) and Virtual Reality (VR) is a fast emerging technology and it
has been applied in many fields such as gaming, learning, entertainment, medical, military,
sports, etc. In this paper I have covered overview of augmented reality and virtual reality,
researches made in this field and its applications in industry’s. AR and VR are considered in
the top 10 grater strategic technology trends. The main AR and VR applications are in the
gaming and entertainment sectors, but marketing, tourism, sports, and education have
experimented with AR and VR as well and are getting improved day by day. However, AR and
VR technologies are not yet robust and reliable enough to implement with real-life industrial
requirements. Technical limitations are one of the main factors that limit adoption in the
dynamic and rough environments typical in the construction sector. As AR and VR are the part
of industry 4.0 it is necessary for improvement and implement of AR and VR which can
increase the productivity and marketing ability in industries, and it will be easy for new trainees
be understand visually before going to work floor.
CONTENTS
Acknowledgement
Abstract
List of figures
CHAPTER 1: INTRODUCTION 1
1.1 Augmented Reality (AR) 1
1.1.1 What is Augmented reality? 2
1.1.2 History of Augmented Reality 2
1.1.3 Types of Augmented Reality 3
1.1.3.1 Projection-based Augmented Reality 3
1.1.3.2 Location-based Augmented Reality 3
1.1.3.3 Recognition-based Augmented Reality 4
1.1.3.4 Superimposition-based Augmented Reality 5
1.2 Virtual Reality (VR) 6
1.2.1 What is Virtual Reality? 7
1.2.2 History of Virtual Reality 7
1.2.3 Types of Virtual Reality 7
1.2.3.1 Fully-immersive simulations 7
1.2.3.2 Semi-immersive simulations 8
1.2.3.3 Non-immersive simulations 9
CHAPTER 2: LITERATURE REVIEW 10
CHAPTER 3: IMPLEMENTATION 12
3.1 Implementation of Augmented Reality (AR) Technology 12
3.1.1 Entertainment 12
3.1.2 Education 13
3.1.3 Healthcare 13
3.1.4 Travel 13
3.1.5 Real Estate 13
3.1.6 Automobile 14
3.2 Implementation of Virtual Reality (VR) Technology 14
3.2.1 Customers attraction towards company 14
3.2.2 Customer education 15
3.2.3 Hub for fresh innovations 15
3.2.4 Teleconferencing 16
3.2.5 Online commerce 16
CHAPTER 4: EVOLUTION 17
4.1 Evolution of AR 17
4.2 Evolution of VR 17
CHAPTER 5: CHALLENGES 19
5.1 Augmented and Virtual Reality Technology Challenges 19
CHAPTER 6: CONCLUSIONS 21
REFERENCE
LIST OF FIGURES
CHAPTER 1:
INTRODUCTION
Augmented Reality (AR) and Virtual Reality (VR) bridge the digital and physical
worlds. They allow you to take in information and content visually, in the same way you
take in the world. AR dramatically expands the ways our devices can help with everyday
activities like searching for information, shopping, and expressing yourself. VR lets you
experience what it's like to go anywhere from the front row of a concert to distant planets
in outer space.
It is a combination of the real scene viewed by the user and a virtual scene generated
by the computer that augments the scene with additional information. In all those
applications the augmented reality presented to the user enhances that person's performance
in and perception of the world. The ultimate goal is to create a system such that the user
cannot tell the difference between the real world and the virtual augmentation of it. It
depicts the merging and correct registration of data from a pre-operative imaging study
onto the patient's head. Providing this view to a surgeon in the operating theater would
enhance their performance and possibly eliminate the need for any other calibration fixtures
during the procedure.
In 1997, Azuma published a survey that defined the field, described many problems,
and summarized the developments up to that point. Since then, AR’s growth and progress
have been remarkable.
This type of AR is one of the simplest types of augmented Reality. In this type, the
projection of light is focused on a surface. Projection-based AR is interactive and appealing,
where they project the light onto the surface. Furthermore, the interaction with the object
usually done by touching the projected surface with hands.
all about adding location information on the screen about the objects that can be seen from
the Smartphone’s camera. Alter reality games are good examples of location-based
augmented reality.
The recognition of QR or other code through the scan, this technology replaces the
marker on-screen with a detailed 3D version of the object. This technology helps the user
to know the object, especially look and specifications in more detail from various angles.
In addition, you can also rotate the image view of the object when you rotate the marker
to different angles.
Almost any person with a smartphone can get access to augmented reality, making
it more efficient than VR as a branding and gaming tool. AR morphs the mundane, physical
world into a colorful, visual one by projecting virtual pictures and characters through a
phone's camera or video viewer. Augmented reality is merely adding to the user's real-life
experience. Man using VR set - Tulane School of Professional Advancement.
Originally designed as a visualization tool to help scientists, virtual reality has been
taken up by artists as well. VR offers great potential as a creative tool and a medium of
expression in the arts. Creative virtual reality applications have been developed for the
audio and visual arts.
Chances are when you think of VR, you’re picturing a fully-immersive experience
– complete with head-mounted displays, headphones, gloves, and maybe a treadmill or
some kind of suspension apparatus.
This type of VR is commonly used for gaming and other entertainment purposes in
VR arcades or even in your home (empty, non-fragile room advised.)
In this example (Fig.1.8), the instruments in front of the pilot are real and the
windows are screens displaying virtual content.
It’s important to keep in mind that semi-immersive VR simulations still give users
the perception of being in a different reality. This type of virtual reality is not always
possible to experience wherever. Instead, physical environments are created to supplement
the virtual reality.
These types of experiences have become more advanced in recent years with video
games like Wii Sports, where the system actually detects your motion and translates it on
screen
CHAPTER 2:
LITERATURE REVIEW
A.Y.C. Nee, S.K. Ong et al. 2013 - Virtual and Augmented Reality Applications in
Manufacturing. [ 1 ]
Rietzler et al. 2018 - Breaking the Tracking: Enabling Weight Perception using
Perceivable Tracking Offsets. [ 2 ]
Virtual Reality and Augmented Reality, these days, is offering many useful
applications that is attracting greater attention from tourism researchers and professionals.
As, AR and VR technologies are evolving, the number of scientific applications is also at
increase. VR and AR are proving their worth especially when planning, marketing,
education, tourist sport preservation coming to light. The aim of this research paper is to
highlight top technologies for Tourism and Hospitality with regard to AR and VR.
Juan Manuel Davila Delgadoa, Lukumon Oyedelea, Peter Demianc, Thomas Beach et
al. 2020 - A research agenda for augmented and virtual reality in architecture, engineering
and construction. [ 4 ]
This paper presents a study on the usage landscape of augmented reality (AR) and
virtual reality (VR) in the architecture, engineering and construction sectors, and proposes
a research agenda to address the existing gaps in required capabilities. A series of
exploratory workshops and questionnaires were conducted with the participation of 54
experts from 36 organizations from industry and academia. Based on the data collected
from the workshops, six AR and VR use-cases were defined: stakeholder engagement,
design support, design review, construction support, operations and management support,
and training. Three main research categories for a future research agenda have been
proposed, i.e.: (i) engineering-grade devices, which encompasses research that enables
robust devices that can be used in practice, e.g. the rough and complex conditions of
construction sites; (ii) workflow and data management; to effectively manage data and
processes required by AR and VR technologies; and (iii) new capabilities; which includes
new research required that will add new features that are necessary for the specific
construction industry demands. This study provides essential information for practitioners
to inform adoption decisions. To researchers, it provides a research road map to inform
their future research efforts. This is a foundational study that formalizes and categorizes
the existing usage of AR and VR in the construction industry and provides a roadmap to
guide future research efforts.
CHAPTER 3:
IMPLEMENTATION
3.1.1 Entertainment
Augmented Reality was opted by this industry for the very first time. Specifically,
for the gaming purpose technologists created the wow applications for which people were
mad and got addicted. Augmented Reality app Pokemon Go was a great success and took
whole world in a storm by its effects. After observing its grand success, Augmented Reality
game apps for Android and iOS got a quick boost and popularity among the users. In the
entertainment sector, still many more doors are open for the Augmented Reality
Technology to wow the users.
3.1.2 Education
Research reveals that students learn the things easily with the visuals rather than the
words and theory. Augmented reality can be synchronized with the academic programs to
make students learn and remember the syllabus easily. By certain levels, the educators can
optimize the technology for any of the certified course available. If the teachers and tutors
acquire the Augmented Reality Technology for Classroom coaching then the results, they
are supposed to be observed will be fabulous for sure. Science and Technology, Biology,
Physics, Chemistry any of the subjects can be learned smoothly with the right
implementation of AR and VR technology.
3.1.3 Healthcare
3.1.4 Travel
It’s a blessing for the tourists who are supposed to travel the specific place in the
world to experience the amaze through the technology before. Travel businesses have the
chance of creating the wonderful and real experiences for their expected clients and
customers to convince them in a right way. Live effects can be added to the travelers’
experience. The well-known chain of hotels Marriott has already launched the In-room
Virtual Reality Travel Experience by a collaboration with the Samsung Electronics
America. This gives a travel industry all new goals.
Augmented Reality and Virtual reality decreases efforts of real estate businessmen
and the clients as well. Creating the Virtual and Augmented effects for all the running sights
help customers to take a decision whether to visit the building sight by personal or not. The
all 360 degree view of any sight gives a vision to customers with realistic effects. Agents
can promote the homes in 3D to sell the apartments. The specific Augmented Reality apps
can be developed by taking care of all aspects relevant to the real estate business.
3.1.6 Automobile
The car designers from Automotive companies make use of Virtual Reality before
making the physical prototype. Well-known company Ford implements this technology and
the designers walk around the car and even sit on it which is generated through the virtual
reality. Focusing on the Augmented Reality and Virtual reality, now the Automobile
industry giants are also taking the help of App development Companies to build the one for
them.
The above discussed industry sectors are just some examples that how the
Augmented Reality Apps can be related for the beneficiary purposes. The business
visionaries may come up with the drastic plans to incorporate the latest technologies for
serving the customers better. By one or other way Augmented Reality and Virtual Reality
can assist professionals to uplift business if implemented and executed properly.
That aspect has swayed most marketers into using it to maintain customer loyalty. As
computer gurus are breaking new grounds with VR technology, it is becoming much
cheaper and affordable for a broad range of businesses, taking the marketing platform to a
whole new pedestal.
Therefore, this post is meant to inform you of how VR technology will revolutionize your
business now and in the future. Join the discussion to know why VR is so useful and why
it should be on your next business budget if you do not already have it.
This piece of technology can help take your clients to a variety of scenes in the
world that they’ve always wanted to visit. For instance, in the tourism business, you can
transport prospective clients to vacation destinations around the globe without actually
going there. That has been proved by the recent collaboration of Marriot and Frame store
VR studio to showcase to their clients the best touring sites in Hawaii and London. Since
virtual reality is a new thing for most customers, it will create an allure to your business
that will keep your current clients hooked as well as attract you new ones as well.
The human mind has been found by researchers to process images up to sixty
thousand times faster than text. Virtual Reality technology relies on this information wholly
and has been used to bring out interesting presentations which you can use as a learning aid
to your customers and even employees. Once you have installed it, customers will always
be coming back to you for more of that unique experience while learning a new thing each
time. All you have to do is integrate VR technology in their teaching to involve them fully
making a greater impact in just a short period.
You could offer your customers with a virtual tour of your company production
process, an act which will win their trust and develop their connection to your line of
products deeply. Currently, PowerPoint presentations have been embedded in virtual reality
aimed at establishing a more immersive and practical way for business clientele to consume
information.
Having a clear view of your prototype will enable decision makers within your
business to assess your product and make the necessary adjustments. This way, at the end
of the process not only will you have saved time and money but your product will also be
close to flawless. You can have a chance to focus on other innovations with the saved time
putting you ahead of the competition. In fields like auto production, safety simulation tests
will be significantly enhanced.
3.2.4 Teleconferencing
Since the technology involves a 3-dimensional space, customers will be able to get
into the scenario and interact with your goods first hand to feel the functioning of the
product practically through VR. That is one sure way of breaking the ceiling with your
business, making this technology a dire necessity in business. In other cases, such as hotel
booking and vehicle purchase, customers will be able to get into the room or car virtually
and interact with them at a personal level. That way they know what to expect before
booking the room or purchasing the car.
With Virtual Reality in business, the possibilities are infinite as the experts make
even deeper advancement into the technology. Having seen the top five ways in which VR
can and will revolutionize your business, it is imperative to say that it is worth a go. The
technology is both exciting and promising leading to its warm reception by the serial
marketers in the market today. Therefore, make your choice to adopt the VR technology
regarding the facts stated in this post for positive growth.
CHAPTER 4:
EVOLUTION
4.1 Evolution of AR
Augmented reality was first invented in 1968 by Ivan Sutherland by developing the
first head-mounted display system known as the SWORD OF DAMOCLES. Although the
term Augmented Reality came into existence in 1990 by Tom Caudell. In 1992, a researcher
introduced the first Virtual Fixtures. It was the first time that there was an interaction
between the physical and digital objects. Augmented reality basically creates or adds to the
existing surroundings. In 1994, AR was first used in a film.
In 2000, AR toolkit was developed which helps other developers to build the
Augmented Reality software program. In 2009, Esquire magazine used augmented reality
in print media to make the pages alive and attract more audience. In 2013, MARTA app for
augmented reality was introduced and in 2014 Google introduced its augmented reality
Google glasses which gives an amazing experience to the users.
Augmented reality was also used in gaming as we can see the example of Pokémon
go. Snapchat is also an example of augmented reality. Augmented reality is Something
which now most of the people are using without knowing it. The scope for AR is incredibly
increasing day by day and one can surely invest in AR as there are fewer people who know
about this field. Also, the scope is too much in this, so augmented reality is rising at a great
pace and has a great future.
4.2 Evolution of VR
Virtual reality came into existence a long time ago. The main purpose of creating
virtual reality in the 90s was to create a false image of a person which makes feels others
that the person is present here but actually he may be present anywhere else.
known as LAWNMOWER MAN which was the first movie to use virtual reality. This led
to reaching and evolution of VR to a wide audience.
In 1996, VR was used in gaming and launched the Nintendo virtual boy as 3d game
with 3D display and graphics.
In 2008, it was used for students for providing them with the practical knowledge
and explaining them the real situation by virtual graphics and display. Finally, in 2014
various Virtual reality applications were also launched like the YouTube VR, Google
cardboard, full dive VR etc.
You can experience virtual reality in these apps. These apps allow you to use the
same app like in case of YouTube VR you will operate the same YouTube app but by
installing YouTube VR you will be able to switch to VR mode.
By the time, virtual reality has also been used a lot in gaming. There are various VR
games like PUBG which are trending nowadays. It gives you the amazing 3D graphics and
visualization which is nowadays attracting a wide range of the population.
With the time evolution of VR is rising at a fast pace. VR allows you to see 360-
degree videos and play 3D display games. The future of VR is so bright. The VR headsets
can be connected to the computers without any wires and also the price of the VR headsets
is falling day by day. It has been grown since it was invented and is growing and advancing
continuously.
CHAPTER 5:
CHALLENGES
Sixty-one percent of survey respondents agree there is a bigger need for technology
innovation before augmented and virtual reality can go fully mainstream. This technology
innovation begins in a manufacturing setting. From a consumer perspective, augmented
and virtual reality is still relatively new technologies – tethered to early adopters, tech
enthusiasts, and game addicts. Part of this trend is due to the high prices of AR/VR
devices. The average consumer currently doesn't see the value to purchase one. While some
high-end devices are floating in price ranges as high as $2,000, even some basic-level VR
headsets are priced higher than the average smartphone accessory such as covers and
headphones.
Although there are major investments being made into augmented and virtual reality
technologies, the verdict is no surprise: it is expensive to develop new technologies.
Headsets and wearables for AR/VR are also more labor-intensive to build. Augmented and
virtual reality requires the combination of a set of disciplines to create an immersive
experience – typically around optic mechanical designs. But the amount of capital required
to integrate optics with such high precision requires a significant volume of units to recover
the investment. As these technologies advance and become more common, costs will be
recovered easily. It is only a matter of time.
There are numerous limitations with AR/VR devices currently on the market.
Perhaps the field of view (FOV) is the biggest. Today, these devices have a FOV of up to
90 degrees, compared to the 190 degrees horizontal and 120 degrees vertical for normal
human vision. For these devices to create the immersive experiences they aim to, they must
capture as much of the FOV as possible.
Department of Mechanical Engineering, BIET Davanagere 19
Implementation of AR/VR for Industrial use
AR/VR devices must show the projected image in a large FOV for the human eye
to make the experience more immersive, which requires devices like headsets to be bulky.
In their current status, the size makes prolonged usage of these devices unlikely and
uncomfortable. As work continues in this arena, there are many specifications that need to
be achieved to overcome AR/VR device limitations, including work on the weight,
brightness, display quality, FOV, latency and finally the user experience. I believe the
industry will overcome these challenges in the next five to 10 years and produce great
devices at the right price point.
Perhaps most familiar to the masses, consumer electronics can be used to experience
augmented and virtual worlds. With the rise in 360-degree video and AR games like
Pokémon Go, consumers can get a taste of these experiences on their smart phones, tablets
and other devices.
What these devices lack are the depth of understanding and the full potential of
AR/VR experiences. Users can certainly get a "flavor" of AR/VR with their consumer
electronics, but are unlikely to experience it fully.
In addition to FOV issues, many consumer devices on the market today with
AR/VR features are fraught with display and power consumption issues. They are not
designed specifically for augmented and virtual reality experiences but are merely used as
an entry point to introduce the masses to these advances in technology.
One can't overlook the potential impact of AR/VR on consumer devices, though.
The consumer electronics we all love—laptops, smartphones and others—may soon
become obsolete in their current form. In under a decade, you may no longer need a laptop
or phone, because those needs may be met by a different device designed around AR/VR
features.
CHAPTER 6:
CONCLUSIONS
Immersive technology has come a long way in a short time and will continue to
evolve. For organizations, the major brakes on progress will be technological integration,
the inability to identify use cases, talent, and general awareness. As study AR technology
does not have a popular tool to make videogames, but it is very common to find it in several
works about surgery, industry, or education. We also can conclude that AR popularity will
grow in the next years thanks to the evolution of cloud technologies and the possibilities
that they can contribute to AR
Looking at the industrial sectors where AR has been used, it is not yet easy to
identify a particular sector that can gain greater benefit from AR technologies. The majority
of the application papers either focused on the general context of the manufacturing
industry or on the machine tool industry. However, many technical studies were carried out
only in laboratory settings, without implementing the AR system in a real context; as a
consequence, real case impel mentation’s lack for AR solutions targeting specific areas,
e.g., ergonomics. As AR solutions are ultimately expected to be used in real industrial
contexts further research activities should be undertaken for the development of scalable
AR solutions in less explored areas.
REFERENCE
1. A.Y.C. Nee, S.K. Ong et al. 2013 - Virtual and Augmented Reality Applications in
Manufacturing.
2. Rietzler et al. 2018 - Breaking the Tracking: Enabling Weight Perception using
Perceivable Tracking Offsets.
3. Anand Nayyar, Bandana Mahapatra, DacNhuong Le, G. Suseendran et al. 2018 -
Virtual Reality (VR) & Augmented Reality (AR) technologies for tourism and
hospitality industry.
4. Juan Manuel Davila Delgadoa, Lukumon Oyedelea, Peter Demianc, Thomas
Beach et al. 2020 - A research agenda for augmented and virtual reality in architecture,
engineering and construction.
5. Evolution of VR and AR: https://www.affinityvr.com/evolution-of-vr-and-ar/
6. Augmented and Virtual Reality Technology Challenges:
https://www.jabil.com/blog/top-augmented-and-virtual-reality-challenges.html