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26 pages, 2125 KiB  
Article
Adaptive Augmented Reality Architecture for Optimising Assistance and Safety in Industry 4.0
by Ginés Morales Méndez and Francisco del Cerro Velázquez
Big Data Cogn. Comput. 2025, 9(5), 133; https://doi.org/10.3390/bdcc9050133 - 19 May 2025
Cited by 1 | Viewed by 830
Abstract
The present study proposes adaptive augmented reality (AR) architecture, specifically designed to enhance real-time operator assistance and occupational safety in industrial environments, which is representative of Industry 4.0. The proposed system addresses key challenges in AR adoption, such as the need for dynamic [...] Read more.
The present study proposes adaptive augmented reality (AR) architecture, specifically designed to enhance real-time operator assistance and occupational safety in industrial environments, which is representative of Industry 4.0. The proposed system addresses key challenges in AR adoption, such as the need for dynamic personalisation of instructions based on operator profiles and the mitigation of technical and cognitive barriers. Architecture integrates theoretical modelling, modular design, and real-time adaptability to match instruction complexity with user expertise and environmental conditions. A working prototype was implemented using Microsoft HoloLens 2, Unity 3D, and Vuforia and validated in a controlled industrial scenario involving predictive maintenance and assembly tasks. The experimental results demonstrated statistically significant enhancements in task completion time, error rates, perceived cognitive load, operational efficiency, and safety indicators in comparison with conventional methods. The findings underscore the system’s capacity to enhance both performance and consistency while concomitantly bolstering risk mitigation in intricate operational settings. This study proposes a scalable and modular AR framework with built-in safety and adaptability mechanisms, demonstrating practical benefits for human–machine interaction in Industry 4.0. The present study is subject to certain limitations, including validation in a simulated environment, which limits the direct extrapolation of the results to real industrial scenarios; further evaluation in various operational contexts is required to verify the overall scalability and applicability of the proposed system. It is recommended that future research studies explore the long-term ergonomics, scalability, and integration of emerging technologies in decision support within adaptive AR systems. Full article
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19 pages, 6836 KiB  
Article
Mobile Augmented Reality Application to Evaluate the River Flooding Impact in Coimbra
by Mehdi Lamrabet, Rudi Giot, Jorge Almeida and Mateus Mendes
Appl. Sci. 2024, 14(21), 10017; https://doi.org/10.3390/app142110017 - 2 Nov 2024
Cited by 1 | Viewed by 2293
Abstract
The downtown area of the city of Coimbra, Portugal, is at low altitude and has historically suffered floods that have caused serious economic losses. The present research proposes a mobile augmented reality (MAR) application aimed at visualising the effect of possible scenarios of [...] Read more.
The downtown area of the city of Coimbra, Portugal, is at low altitude and has historically suffered floods that have caused serious economic losses. The present research proposes a mobile augmented reality (MAR) application aimed at visualising the effect of possible scenarios of flooding in an area of higher risk in the city. A realistic 3D model of the city was created, using data extracted with BLosm and processed through Blender, followed by its integration into Unity with Vuforia for AR visualisation. The methodology encompasses the extraction and simplification of 3D models, mapping real-world coordinates in Unity, analysing several datasets, obtaining a model through regression and implementing a workflow to manage interactions between various Unity objects. The MAR application enables users to visualise potential flood impacts on buildings, utilising colour-coded indicators to represent different levels of water contact. The system’s efficacy was evaluated by simulating various use-case scenarios, demonstrating the application’s capability to provide real-time, interactive flood risk assessments. The results underline the potential of integrating AR and machine learning for enhancing urban flood management and prevention. Full article
(This article belongs to the Special Issue Advances in Machine Vision for Industry and Agriculture)
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31 pages, 4382 KiB  
Article
AR Platform for Indoor Navigation: New Potential Approach Extensible to Older People with Cognitive Impairment
by Luigi Bibbò, Alessia Bramanti, Jatin Sharma and Francesco Cotroneo
BioMedInformatics 2024, 4(3), 1589-1619; https://doi.org/10.3390/biomedinformatics4030087 - 24 Jun 2024
Cited by 6 | Viewed by 4086
Abstract
Background: Cognitive loss is one of the biggest health problems for older people. The incidence of dementia increases with age, so Alzheimer’s disease (AD), the most prevalent type of dementia, is expected to increase. Patients with dementia find it difficult to cope with [...] Read more.
Background: Cognitive loss is one of the biggest health problems for older people. The incidence of dementia increases with age, so Alzheimer’s disease (AD), the most prevalent type of dementia, is expected to increase. Patients with dementia find it difficult to cope with their daily activities and resort to family members or caregivers. However, aging generally leads to a loss of orientation and navigation skills. This phenomenon creates great inconvenience for autonomous walking, especially in individuals with Mild Cognitive Impairment (MCI) or those suffering from Alzheimer’s disease. The loss of orientation and navigation skills is most felt when old people move from their usual environments to nursing homes or residential facilities. This necessarily involves a person’s constant presence to prevent the patient from moving without a defined destination or incurring dangerous situations. Methods: A navigation system is a support to allow older patients to move without resorting to their caregivers. This application meets the need for helping older people to move without incurring dangers. The aim of the study was to verify the possibility of applying the technology normally used for video games for the development of an indoor navigation system. There is no evidence of this in the literature. Results: We have developed an easy-to-use solution that can be extended to patients with MCI, easing the workload of caregivers and improving patient safety. The method applied was the use of the Unity Vuforia platform, with which an augmented reality APK application was produced on a smartphone. Conclusions: The model differs from traditional techniques because it does not use arrows or labels to identify the desired destination. The solution was tested in the laboratory with staff members. No animal species have been used. The destinations were successfully reached, with an error of 2%. A test was conducted against some evaluation parameters on the use of the model. The values are all close to the maximum expected value. Future developments include testing the application with a predefined protocol in a real-world environment with MCI patients. Full article
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15 pages, 5043 KiB  
Article
An Approach to Develop Digital Twins in Industry
by Raúl González-Herbón, Guzmán González-Mateos, José R. Rodríguez-Ossorio, Manuel Domínguez, Serafín Alonso and Juan J. Fuertes
Sensors 2024, 24(3), 998; https://doi.org/10.3390/s24030998 - 3 Feb 2024
Cited by 21 | Viewed by 4344
Abstract
The industry is currently undergoing a digital revolution driven by the integration of several enabling technologies. These include automation, robotics, cloud computing, industrial cybersecurity, systems integration, digital twins, etc. Of particular note is the increasing use of digital twins, which offer significant added [...] Read more.
The industry is currently undergoing a digital revolution driven by the integration of several enabling technologies. These include automation, robotics, cloud computing, industrial cybersecurity, systems integration, digital twins, etc. Of particular note is the increasing use of digital twins, which offer significant added value by providing realistic and fully functional process simulations. This paper proposes an approach for developing digital twins in industrial environments. The novelty lies in not only focusing on obtaining the model of the industrial system and integrating virtual reality and/or augmented reality but also in emphasizing the importance of incorporating other enabled technologies of Industry 4.0, such as system integration, connectivity with standard and specific industrial protocols, cloud services, or new industrial automation systems, to enhance the capabilities of the digital twin. Furthermore, a proposal of the software tools that can be used to achieve this incorporation is made. Unity is chosen as the real-time 3D development tool for its cross-platform capability and streamlined industrial system modeling. The integration of augmented reality is facilitated by the Vuforia SDK. Node-RED is selected as the system integration option, and communications are carried out with MQTT protocol. Finally, cloud-based services are recommended for effective data storage and processing. Furthermore, this approach has been used to develop a digital twin of a robotic electro-pneumatic cell. Full article
(This article belongs to the Section Internet of Things)
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12 pages, 2582 KiB  
Article
Three-Dimensional Coordinate Calibration Models for Augmented Reality Applications in Indoor Industrial Environments
by Jandson S. Nunes, Fabio B. C. Almeida, Leonardo S. V. Silva, Vinicius M. S. O. Santos, Alex A. B. Santos, Valter de Senna and Ingrid Winkler
Appl. Sci. 2023, 13(23), 12548; https://doi.org/10.3390/app132312548 - 21 Nov 2023
Cited by 3 | Viewed by 1782
Abstract
The calibration of three-dimensional (3D) coordinates in augmented reality systems is a complex activity. It involves the recognition of environmental characteristics and technology that models the 3D space of the device, determining its position and orientation. Single markers suffer from numerical instability, particularly [...] Read more.
The calibration of three-dimensional (3D) coordinates in augmented reality systems is a complex activity. It involves the recognition of environmental characteristics and technology that models the 3D space of the device, determining its position and orientation. Single markers suffer from numerical instability, particularly when they are small within the camera image. In the industrial environment, it is common for augmented reality applications to cover large spaces, making it difficult to maintain attributes such as precision and accuracy. To address this issue, our study proposes a two-step calibration model that leverages multiple markers for accurate localization in a larger indoor environment. We developed the calibration model using Unity3D, Mixed Reality ToolKit, and Vuforia and evaluated it in terms of precision and accuracy in a proof of concept using the MS Hololens device. Our findings reveal that employing two markers significantly reduces angular discrepancies between points in the real and augmented environments. Moreover, our results underscore that registration accuracy improves as the number of calibration points increases. The results show improvements in determining the axes that define the 3D space, with a direct influence on the position of the points observed in the experiment. Full article
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14 pages, 3208 KiB  
Article
Digital Twin to Control and Monitor an Industrial Cyber-Physical Environment Supported by Augmented Reality
by Gustavo Caiza and Ricardo Sanz
Appl. Sci. 2023, 13(13), 7503; https://doi.org/10.3390/app13137503 - 25 Jun 2023
Cited by 19 | Viewed by 3089
Abstract
Increasing industrial development and digital transformations have given rise to a technology called Digital Twin (DT) that has the potential to break the barrier between physical and cyberspace. DT is a virtual and dynamic model enabled through a bidirectional data flow that creates [...] Read more.
Increasing industrial development and digital transformations have given rise to a technology called Digital Twin (DT) that has the potential to break the barrier between physical and cyberspace. DT is a virtual and dynamic model enabled through a bidirectional data flow that creates high-reliability models with interconnection and fusion between the physical and digital systems for full integration. In smart manufacturing, this technology is increasingly used in research and industry. However, the studies conducted do not provide a definition or a single integrally connected model. To develop the Digital Twin shown in this research, the literature was reviewed to learn about the enabling technologies and architectures used at the industrial level. Then, a methodology was used to obtain the physical process information, create the digital environment, communicate the physical environment, apply simulation models in the digital environment, and parameterize the simulation environment with the physical process in real-time to obtain the digital twin supported with augmented reality. The system was implemented in the MPS-500 modular production station that has industrial sensors and actuators. The virtual environment was designed with Blender and Vuforia to create the augmented reality environment. In the proposed methodology, robust devices (field and control level) and low-cost embedded systems were used for the creation and communication of the virtual environment (monitoring and control); for the joint work of these technologies, they were carried out through the use of the following protocols: Open Platform Communications United Architecture (OPC UA), Ethernet, and machine to machine (M2M), with which a communication was achieved between the different levels of the automation pyramid. The results show that the proposed methodology for the implementation of the DT allows bidirectional communication between the physical and virtual environment and can also be visualized with the support of AR, thus providing its characteristics to the proposed DT. Digital Twin is an essential factor in creating virtual environments and improving applications between the real and digital world, establishing a bidirectional communication through the Ethernet protocol, with a communication time of approximately 100 ms. This technology interacts with the virtual environment and performs mappings, thus achieving timely and dynamic adjustment. This improves data management and production and incorporates process simulation and physical control in real-time, allowing to execute and trigger actions in the physical equipment simultaneously. Full article
(This article belongs to the Section Robotics and Automation)
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16 pages, 6144 KiB  
Article
Design and Prototype Development of Augmented Reality in Reading Learning for Autism
by Azizah Nurul Khoirunnisa, Munir and Laksmi Dewi
Computers 2023, 12(3), 55; https://doi.org/10.3390/computers12030055 - 28 Feb 2023
Cited by 9 | Viewed by 3834
Abstract
(1) Background: Augmented reality is no less popular than virtual reality. This technology has begun to be used in education fields, one of which is special education. Merging the real and virtual worlds is the advantage of augmented reality. However, it needs special [...] Read more.
(1) Background: Augmented reality is no less popular than virtual reality. This technology has begun to be used in education fields, one of which is special education. Merging the real and virtual worlds is the advantage of augmented reality. However, it needs special attention in making software for children with special needs, such as children with autism. This paper presents an application prototype by paying attention to the characteristics of autistic individuals according to the Autism Guide, that has existed in previous studies. (2) Method: The method used in the development of this prototype is the Linear Sequential Model. Application development is made using Unity3D, Vuforia, and Adobe Illustrator by considering accessibility and other conveniences for developers. (3) Results: The prototype was developed with reference to the Autism Guide, then validated by media experts and autistic experts with the results of the assessment obtaining a score of 87.3/100 which is in the “Very Good” category and is suitable for use. (4) Conclusions: The development of a prototype that refers to the characteristics of children with autism needs to be considered so that what will be conveyed can be easily accepted. Full article
(This article belongs to the Special Issue Interactive Technology and Smart Education)
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25 pages, 7049 KiB  
Article
Dynamic Mixed Reality Assembly Guidance Using Optical Recognition Methods
by Antonio Maffei, Michela Dalle Mura, Fabio Marco Monetti and Eleonora Boffa
Appl. Sci. 2023, 13(3), 1760; https://doi.org/10.3390/app13031760 - 30 Jan 2023
Cited by 6 | Viewed by 3773
Abstract
Augmented (AR) and Mixed Reality (MR) technologies are enablers of the Industry 4.0 paradigm and are spreading at high speed in production. Main applications include design, training, and assembly guidance. The latter is a pressing concern, because assembly is the process that accounts [...] Read more.
Augmented (AR) and Mixed Reality (MR) technologies are enablers of the Industry 4.0 paradigm and are spreading at high speed in production. Main applications include design, training, and assembly guidance. The latter is a pressing concern, because assembly is the process that accounts for the biggest portion of total cost within production. Teaching and guiding operators to assemble with minimal effort and error rates is pivotal. This work presents the development of a comprehensive MR application for guiding novice operators in following simple assembly instructions. The app follows innovative programming logic and component tracking in a dynamic environment, providing an immersive experience that includes different guidance aids. The application was tested by experienced and novice users, data were drawn from the performed experiments, and a questionnaire was submitted to collect the users’ perception. Results indicate that the MR application was easy to follow and even gave confidence to inexperienced subjects. The guidance support was perceived as useful by the users, though at times invasive in the field of view. Further development effort is required to draw from this work a complete and usable architecture for MR application in assembly, but this research forms the basis to achieve better, more consistent instructions for assembly guidance based on component tracking. Full article
(This article belongs to the Topic Smart Manufacturing and Industry 5.0)
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20 pages, 1263 KiB  
Article
Competencies of Industrial Engineers for Implementing Augmented Reality Metadata Systems
by Tomáš Broum, Petr Hořejší, Miroslav Malaga and Pierre Grzona
Sustainability 2023, 15(1), 130; https://doi.org/10.3390/su15010130 - 22 Dec 2022
Cited by 3 | Viewed by 3009
Abstract
The paper focuses on the use of augmented reality (AR) by industrial engineers, especially for determining the necessary competencies required for its use. Industrial engineers are not inherently programmers. Nevertheless, augmented reality is a modern trend in their field, especially in relation to [...] Read more.
The paper focuses on the use of augmented reality (AR) by industrial engineers, especially for determining the necessary competencies required for its use. Industrial engineers are not inherently programmers. Nevertheless, augmented reality is a modern trend in their field, especially in relation to the concept of Industry 4.0 and industry in general, where it has a higher potential than virtual reality. In the first part of this paper, we placed augmented reality and the competencies required for its use in the context of industrial engineering. Subsequently, we described our own methods of implementing an augmented reality industrial metadata visualization system, namely Help Lightning Fieldbit and Unity 3D, using the Vuforia extension. We chose the metadata used in the methods with regard to their environmental potential. In this part of the paper, we also described the chosen and applied testing methodology using a questionnaire survey. Subsequently, we described the results from the questionnaire surveys of both these approaches of implementing augmented reality methods. Finally, we evaluated the results and compared them with each other and with results from other authors. As the results show, the most important competencies for creating the described AR environments are analytical competencies. We draw conclusions from the collected data regarding the necessary competencies for the creation of AR scenes using these methods and their deployment in industry, including an outline for further research. Full article
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19 pages, 4072 KiB  
Article
Augmented and Virtual Reality Experiences for Learning Robotics and Training Integrative Thinking Skills
by Igor Verner, Dan Cuperman, Huberth Perez-Villalobos, Alex Polishuk and Sergei Gamer
Robotics 2022, 11(5), 90; https://doi.org/10.3390/robotics11050090 - 6 Sep 2022
Cited by 15 | Viewed by 4952
Abstract
Learning through augmented reality (AR) and virtual reality (VR) experiences has become a valuable approach in modern robotics education. This study evaluated this approach and investigated how 99 first-year industrial engineering students explored robot systems through such online experiences while staying at home. [...] Read more.
Learning through augmented reality (AR) and virtual reality (VR) experiences has become a valuable approach in modern robotics education. This study evaluated this approach and investigated how 99 first-year industrial engineering students explored robot systems through such online experiences while staying at home. The objective was to examine learning in the AR/VR environment and evaluate its contribution to understanding the robot systems and to fostering integrative thinking. During the AR experiences that we developed using Vuforia Studio, the students learned about TurtleBot2 and RACECAR MN robots while disassembling and modifying their models and by obtaining information about their components. In the VR experience with the RacecarSim simulator, the students explored sensor-based robot navigation. Quizzes were used to assess understanding of robot systems, and a post-workshop questionnaire evaluated the workshop’s contribution to learning about the robots and to training integrative thinking skills. The data indicate that the students gained understanding of the robot systems, appreciated the contribution of the augmented and virtual reality apps, and widely used integrative thinking throughout the practice. Our study shows that AR apps and virtual simulators can be effectively used for experiential learning about robot systems in online courses. However, these experiences cannot replace practice with real robots. Full article
(This article belongs to the Special Issue Advances and Challenges in Educational Robotics II)
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28 pages, 53843 KiB  
Article
Development of an App and Teaching Concept for Implementation of Hyperspectral Remote Sensing Data into School Lessons Using Augmented Reality
by Claudia Lindner, Andreas Rienow, Karl-Heinz Otto and Carsten Juergens
Remote Sens. 2022, 14(3), 791; https://doi.org/10.3390/rs14030791 - 8 Feb 2022
Cited by 15 | Viewed by 4315
Abstract
For the purpose of expanding STEM (science, technology, engineering, mathematics) education with remote sensing (RS) data and methods, an augmented reality (AR) app was developed in combination with a worksheet and lesson plan. Data from the Hyperspectral Imager for the Coastal Ocean (HICO) [...] Read more.
For the purpose of expanding STEM (science, technology, engineering, mathematics) education with remote sensing (RS) data and methods, an augmented reality (AR) app was developed in combination with a worksheet and lesson plan. Data from the Hyperspectral Imager for the Coastal Ocean (HICO) was searched for topics applicable to STEM curricula, which was found in the example of a harmful algal bloom in Lake Erie, USA, in 2011. Spectral shape algorithms were applied to differentiate between less harmful green and more harmful blue algae in the lake. The data was pre-processed to reduce its size significantly without losing too much information and then integrated into an app that was developed in Unity with the Vuforia extension. It was designed to let students browse and understand the raw data in RGB and a tangible hyperspectral cube, as well as to analyze algae maps derived from it. The app runs on Android smartphones with minimized data usage to make it less dependent on school funding and the socioeconomic background of students. Using educational concepts, such as active and collaborative learning, moderate constructivism, and scientific inquiry, the data was integrated into a lesson about environmental problems that was enhanced by the AR app. The app and worksheet were evaluated in two advanced geography courses (n = 36) and found to be complex, but doable and understandable, for the target group of German high school students in their final two school years. Thus, hyperspectral data can be used for STEM lessons using AR technology on students’ smartphones with several limitations both in the technology used and gainable knowledge. Full article
(This article belongs to the Collection Teaching and Learning in Remote Sensing)
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14 pages, 6936 KiB  
Article
On the Use of Augmented Reality to Reinforce the Learning of Power Electronics for Beginners
by Sergio Sandoval Pérez, Juan Miguel Gonzalez Lopez, Miguel Angel Villa Barba, Ramon O. Jimenez Betancourt, Jesús Ezequiel Molinar Solís, Juan Luis Rosas Ornelas, Gustavo Israel Riberth García and Fernando Rodriguez Haro
Electronics 2022, 11(3), 302; https://doi.org/10.3390/electronics11030302 - 19 Jan 2022
Cited by 16 | Viewed by 5085
Abstract
This study aims to develop and evaluate an Augmented Reality (AR) application to teach power electronics to beginners. For this purpose, two topics were presented: The first was the design of a series-connected Resistance–Inductor–Capacitor (RLC) circuit in AR, the space-state equations of which [...] Read more.
This study aims to develop and evaluate an Augmented Reality (AR) application to teach power electronics to beginners. For this purpose, two topics were presented: The first was the design of a series-connected Resistance–Inductor–Capacitor (RLC) circuit in AR, the space-state equations of which were analyzed in an interactive way, and its assembly in a virtual protoboard to analyze the voltage and currents as measured by an oscilloscope. The second presented topic in AR was about Bidirectional Direct Current (DC)–DC converters, known as Buck–Boost; the aim was to study their behavior when energy is exchanged between two systems, usually photovoltaic panels, electric vehicles, and storage systems. The attitudes of the students towards the AR application was significantly better than those towards traditional teaching. The measurements of the developed skills indicated better cognitive performance when using AR technology. The designed AR tool was used in an industry course to explore the students’ opinions, who provided valuable feedback. Full article
(This article belongs to the Special Issue Virtual, Augmented, Mixed Reality and Interactive Media Experience)
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25 pages, 8054 KiB  
Article
An Efficient, Platform-Independent Map Rendering Framework for Mobile Augmented Reality
by Kejia Huang, Chenliang Wang, Shaohua Wang, Runying Liu, Guoxiong Chen and Xianglong Li
ISPRS Int. J. Geo-Inf. 2021, 10(9), 593; https://doi.org/10.3390/ijgi10090593 - 8 Sep 2021
Cited by 16 | Viewed by 5117
Abstract
With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, [...] Read more.
With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, and rendering implementations can vary across various platforms. This causes performance degradation and rendering styles that are not consistent across environments. However, high-performance rendering consistency across devices is critical in AR-GIS, especially for edge collaborative computing. In this paper, we present a high-performance, platform-independent AR-GIS rendering engine; the augmented reality universal graphics library (AUGL) engine. A unified cross-platform interface is proposed to preserve AR-GIS rendering style consistency across platforms. High-performance AR-GIS map symbol drawing models are defined and implemented based on a unified algorithm interface. We also develop a pre-caching strategy, optimized spatial-index querying, and a GPU-accelerated vector drawing algorithm that minimizes IO latency throughout the rendering process. Comparisons to existing AR-GIS visualization engines indicate that the performance of the AUGL engine is two times higher than that of the AR-GIS rendering engine on the Android, iOS, and Vuforia platforms. The drawing efficiency for vector polygons is improved significantly. The rendering performance is more than three times better than the average performances of existing Android and iOS systems. Full article
(This article belongs to the Special Issue Geovisualization and Map Design)
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14 pages, 6847 KiB  
Article
MicroWorld: An Augmented-Reality Arabian App to Learn Atomic Space
by Mayda Alrige, Hind Bitar, Waad Al-Suraihi, Kholoud Bawazeer and Ekram Al-Hazmi
Technologies 2021, 9(3), 53; https://doi.org/10.3390/technologies9030053 - 24 Jul 2021
Cited by 5 | Viewed by 3713
Abstract
The visualization of objects of an abstract nature has always been a challenge for chemistry learners. Thus, augmented reality (AR) and virtual reality (VR) have been heavily invested in as immersive learning methods for these concepts. This study targets the segment of the [...] Read more.
The visualization of objects of an abstract nature has always been a challenge for chemistry learners. Thus, augmented reality (AR) and virtual reality (VR) have been heavily invested in as immersive learning methods for these concepts. This study targets the segment of the chemistry curriculum involving the chemical elements of the periodic table. For this purpose, we developed the AR educational tool called MicroWorld. This Arabic educational AR app was developed in unity with Vuforia SDK. Using MicroWorld, students can visualize chemical elements microstructures in 3D, see 3D models of the elements in their substantial forms, and combine two chemical elements to see how certain chemical compounds can be formed. In this work, MicroWorld’s usability was evaluated by junior high school students and chemistry teachers using the Arabic system usability scale (A-SUS). The A-SUS average score was 71.5 for junior high school students, while the scale for teachers reached 76. This research aims to design, develop, and evaluate the AR app, MicroWorld. This app was built and evaluated through the lens of the design science research paradigm. Full article
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34 pages, 19929 KiB  
Article
Maintainability of a Gearbox Using Design for Disassembly and Augmented Reality
by Martina Marruganti and Leonardo Frizziero
Machines 2020, 8(4), 87; https://doi.org/10.3390/machines8040087 - 18 Dec 2020
Cited by 3 | Viewed by 3499
Abstract
Environmental impact and recycling have been increasingly frequent topics in recent years. At the same time, the life cycle of products has increasingly become shorter, as the escalating competitive market requires new products in smaller pieces. From this perspective, the recovery of parts [...] Read more.
Environmental impact and recycling have been increasingly frequent topics in recent years. At the same time, the life cycle of products has increasingly become shorter, as the escalating competitive market requires new products in smaller pieces. From this perspective, the recovery of parts and products that are produced in this market system for subsequent reuse when they reach the end of their life cycle is essential. For these reasons, it has become critical that companies re-evaluate their product design with a view to the possible recovery of the parts that comprise their products and to create new products for the market. The following discussion was based on the study of design for disassembly (DfD), which is the analysis of industrial products aimed at optimizing disassembly in terms of time and costs. The application of the DfD to a case study of a gearbox has, among its main objectives, the search for the best disassembly sequence in terms of time and money. During the course of the study, augmented reality (AR) was used. Through the use of the Unity software and Vuforia package, it was possible to bring the gearbox back to AR and then simulate the disassembly sequence in AR. Full article
(This article belongs to the Section Automation and Control Systems)
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