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Keywords = weak links
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12 pages, 1131 KB  
Article
Virtual Commissioning of Linked Cells Using Digital Models in an Industrial Metaverse
by Marco Ullrich, Rashik Thalappully, Frieder Heieck and Bernd Lüdemann-Ravit
Automation 2024, 5(1), 1-12; https://doi.org/10.3390/automation5010001 - 2 Feb 2024
Cited by 12 | Viewed by 4791
Abstract
Various software environments have been developed in the past to create digital twins of single cells or a digital twin of a factory. Each environment has its own strengths and weaknesses and has been designed with a specific focus. The environments that are [...] Read more.
Various software environments have been developed in the past to create digital twins of single cells or a digital twin of a factory. Each environment has its own strengths and weaknesses and has been designed with a specific focus. The environments that are able to holistically simulate complete factories are limited in terms of the modelling details required for the analysis of single manufacturing cells (e.g., manufacturer-independence of the individual digital twins) and their ability for virtual commissioning. This paper presents three options for realising a virtual commissioning of linked cells using a 3D integration platform with NVIDIA Omniverse, consisting of two different digital models fused into a combined model, also representing material flow. First, with a source/sink solution and unidirectional connector controlled by OPC UA; secondly, with a bidirectional connector, developed in the course of this elaboration, and an extension of the 3D integration platform controlled by Apache Kafka; thirdly, with a bidirectional connector and using only an extension of the 3D integration platform. The research demonstrates that virtually commissioning multiple linked digital twins from different manufacturers in a 3D platform with material flow makes a significant contribution to the industrial metaverse. Full article
(This article belongs to the Topic Smart Manufacturing and Industry 5.0)
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12 pages, 275 KB  
Article
Do Standard Optometric Measures Predict Binocular Coordination During Reading?
by Joëlle Joss and Stephanie Jainta
J. Eye Mov. Res. 2020, 13(6), 1-12; https://doi.org/10.16910/jemr.13.6.6 - 21 Jan 2021
Cited by 6 | Viewed by 308
Abstract
In reading, binocular eye movements are required for optimal visual processing and thus, in case of asthenopia or reading problems, standard orthoptic and optometric routines check individual binocular vision by a variety of tests. The present study therefore examines the predictive value of [...] Read more.
In reading, binocular eye movements are required for optimal visual processing and thus, in case of asthenopia or reading problems, standard orthoptic and optometric routines check individual binocular vision by a variety of tests. The present study therefore examines the predictive value of such standard measures of heterophoria, accommodative and vergence facility, AC/A-ratio, NPC and symptoms for binocular coordination parameters during reading. Binocular eye movements were recorded (EyeLink II) for 65 volunteers during a typical reading task and linear regression analyses related all parameters of binocular coordination to all above-mentioned optometric measures: while saccade disconjugacy was weakly predicted by vergence facility (15% explained variance), vergence facility, AC/A and symptoms scores predicted vergence drift (31%). Heterophoria, vergence facility and NPC explained 31% of fixation disparity and first fixation duration showed minor relations to symptoms (18%). In sum, we found only weak to moderate relationships, with expected, selective associations: dynamic parameter related to optometric tests addressing vergence dynamics, whereas the static parameter (fixation disparity) related mainly to heterophoria. Most surprisingly, symptoms were only loosely related to vergence drift and fixation duration, reflecting associations to a dynamic aspect of binocular eye movements in reading and potentially non-specific, overall but slight reading deficiency. Thus, the efficiency of optometric tests to predict binocular coordination during reading was low—questioning a simple, straightforward extrapolation of such test results to an overlearned, complex task. Full article
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2 pages, 95 KB  
Article
Eye and Head Movements While Looking at Rotated Scenes in VR. Session “Beyond the Screen’s Edge” at the 20th European Conference on Eye Movement Research (ECEM) in Alicante, 19.8.2019
by Nicola C. Anderson and Walter F. Bischof
J. Eye Mov. Res. 2019, 12(7), 1-2; https://doi.org/10.16910/jemr.12.7.11 - 25 Nov 2019
Cited by 3 | Viewed by 271
Abstract
We examined the extent to which image shape (square vs. circle), image rotation, and image content (landscapes vs. fractal images) influenced eye and head movements. Both the eyes and head were tracked while observers looked at natural scenes in a virtual reality (VR) [...] Read more.
We examined the extent to which image shape (square vs. circle), image rotation, and image content (landscapes vs. fractal images) influenced eye and head movements. Both the eyes and head were tracked while observers looked at natural scenes in a virtual reality (VR) environment. In line with previous work, we found a horizontal bias in saccade directions, but this was affected by both the image shape and its content. Interestingly, when viewing landscapes (but not fractals), observers rotated their head in line with the image rotation, presumably to make saccades in cardinal, rather than oblique, directions. We discuss our findings in relation to current theories on eye movement control, and how insights from VR might inform traditional eyetracking studies. - Part 2: Observers looked at panoramic, 360 degree scenes using VR goggles while eye and head movements were tracked. Fixations were determined using IDT (Salvucci & Goldberg, 2000) adapted to a spherical coordinate system. We then analyzed (a) the spatial distribution of fixations and the distribution of saccade directions, (b) the spatial distribution of head positions and the distribution of head movements, and (c) the relation between gaze and head movements. We found that, for landscape scenes, gaze and head best fit the allocentric frame defined by the scene horizon, especially when taking head tilt (i.e., head rotation around the view axis) into account. For fractal scenes, which are isotropic on average, the bias toward a body-centric frame gaze is weak for gaze and strong for the head. Furthermore, our data show that eye and head movements are closely linked in space and time in stereotypical ways, with volitional eye movements predominantly leading the head. We discuss our results in terms of models of visual exploratory behavior in panoramic scenes, both in virtual and real environments. Full article
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