In recent years, the Internet of Things (IoT) has been studied in the context of the Metaverse to provide users with immersive cyber-virtual experiences in mixed-reality environments. This survey ...introduces six typical IoT applications in the Metaverse, including collaborative healthcare, education, smart city, entertainment, real estate, and socialization. In the IoT-inspired Metaverse, we also comprehensively survey four pillar technologies that enable augmented reality (AR) and virtual reality (VR), namely, responsible artificial intelligence (AI), high-speed data communications, cost-effective mobile edge computing (MEC), and digital twins. According to the physical-world demands, we outline the current industrial efforts and seven key requirements for building the IoT-inspired Metaverse: immersion, variety, economy, civility, interactivity, authenticity, and independence. In addition, this survey describes the open issues in the IoT-inspired Metaverse, which need to be addressed to eventually achieve the convergence of physical and cyber worlds.
Simulation in industry 4.0: A state-of-the-art review de Paula Ferreira, William; Armellini, Fabiano; De Santa-Eulalia, Luis Antonio
Computers & industrial engineering,
November 2020, 2020-11-00, Letnik:
149
Journal Article
Recenzirano
Odprti dostop
Simulation is a key technology for developing planning and exploratory models to optimize decision making as well as the design and operations of complex and smart production systems. It could also ...aid companies to evaluate the risks, costs, implementation barriers, impact on operational performance, and roadmap toward Industry 4.0. Although several advances have been made in this domain, studies that systematically characterize and analyze the development of simulation-based research in Industry 4.0 are scarce. Therefore, this study aims to investigate the state-of-the-art research performed on the intersecting area of simulation and the field of Industry 4.0. Initially, a conceptual framework describing Industry 4.0 in terms of enabling technologies and design principles for modeling and simulation of Industry 4.0 scenarios is proposed. Thereafter, literature on simulation technologies and Industry 4.0 design principles is systematically reviewed using the preferred reporting items for systematic reviews and meta-analyses (PRISMA) methodology. This study reveals an increasing trend in the number of publications on simulation in Industry 4.0 within the last four years. In total, 10 simulation-based approaches and 17 Industry 4.0 design principles were identified. A cross-analysis of concepts and evaluation of models’ development suggest that simulation can capture the design principles of Industry 4.0 and support the investigation of the Industry 4.0 phenomenon from different perspectives. Finally, the results of this study indicate hybrid simulation and digital twin as the primary simulation-based approaches in the context of Industry 4.0.
•Presents a conceptual framework for modeling and simulation of Industry 4.0 scenarios.•Describe 10 simulation-based approaches being employed in the context of Industry 4.0.•Identifies 17 design principles of Industry 4.0.•Establishes a link between simulation technologies and the design principles of Industry 4.0.•Provides a comprehensive classification of simulation in the context of Industry 4.0.
This study examines the effects of the immersive presentation of nonfiction omnidirectional video on audiences' cognitive processing. Participants watched a sample of 360°-video nonfiction content, ...presented either in a virtual reality headset or on a computer screen. Measures of heart rate variability and electrodermal activity were collected, together with self-reported ratings of presence, information recognition, and memory. The results indicate that the immersive presentation elicits higher arousal and presence, but also lower focused attention, recognition, and cued recall of information. These effects on focused attention and memory were not mediated by variations on arousal or presence. Implications are discussed in terms of the psychological effects of immersive media, as well as their relevance for media practitioners.
Virtual Reality (VR) technology still needs to evolve, but as the pace of innovations accelerates, systems allow for more novel modes of visualization and interaction to support engineering design ...reviews. Currently, the classic design review process is often performed on a PC with the support of CAD software packages. However, CAD on a screen cannot always meet all the requirements in regard to the functional and ergonomic validations of complex 3D models. In this paper, the development and evaluation of a VR-based tool to support engineering design review is described. “VRSmart” visualizes CAD data and allows for an intuitive interaction. In a preliminary user study, the tool was checked for its usability and user experience. VRSmart was then evaluated in a real industrial environment and tested in an authentic design review. The results indicate that a VR-supported design review allows users to see slightly more faults in a 3D model than in a CAD software-based approach on a PC screen. Furthermore, VR reduces the risk of exclusion of certain professional groups from the design review process. In addition, the intuitive interaction with the VR system allowed for a much faster entry into the design review. In summary, VR will not replace the traditional design review process on screen, but it provides a useful addition to engineering companies.
•A Virtual Reality engineering design review approach was compared to a traditional approach using CAD software on a screen.•Using Virtual Reality users were able to see more faults in a 3D engineering model.•Virtual Reality reduces the risk of exclusion of certain professional groups from the review process•Virtual Reality has potential to accelerate the design review process.
(1) Background: Parkinson's disease (PD) is one of the most frequent causes of disability among older people. Recently, virtual reality and exergaming have been emerged as promising tools for gait ...and balance rehabilitation in PD patients. Our purpose is to evaluate an innovative treatment for older patients with PD, based on non-immersive virtual reality exergames, improving gait and balance and reducing falling risk. (2) Methods: Thirty PD patients were recruited and randomly divided into two groups, to receive a traditional rehabilitation (CG) or a technological rehabilitation (TG). (3) Results: A statistical improvement of balance at the end of treatments was observed in both groups (CG: 12.4 ± 0.7 vs. 13.5 ± 0.8,
= 0.017; TG: 13.8 ± 0.5 vs. 14.7 ± 0.4,
= 0.004), while the overall risk of falling was significantly reduced only in the TG (POMA Total: 24.6 ± 0.9 vs. 25.9 ± 0.7,
= 0.010). The results between groups shows that all POMA scores differ in a statistically significant manner in the TG, emphasizing improvement not only in balance but also in gait characteristics (9.7 ± 0.8 vs. 11.4 ± 0.2,
= 0.003). Moreover, TG also improves the psychological sphere, measured thorough MSC-(17.1 ± 0.4 vs. 16.5 ± 0.4,
= 0.034). Although an improvement in FES-I and Gait Speed can be observed, this increase does not turn out to be significant. (4) Conclusions: Results suggest how non-immersive virtual reality exergaming technology offers the opportunity to effectively train cognitive and physical domains at the same time.
To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke.
Integrative review using the descriptors "rehabilitation", ..."virtual reality exposure therapy" and "videogames" in the LILACS and PUBMED databases. Articles published from 2011 to 2018 were selected.
We found 1,396 articles, 1,383 were excluded and 13 were selected. Most of the articles were randomized clinical trials published in 2014 or later. The sample size varied from 5-47 adults, or adults and elders, with chronic stroke. The Nintendo Wii® was the most used video game system. The intervention happened two or three times a week, each session lasting from 30 to 60 minutes, over 2-12 weeks. Balance, upper limb motor functions, quality of life and daily living activities were the most common evaluated outcomes. The Fugl-Meyer Assessment, Berg Balance Scale, Timed Up and Go test, Barthel Scale and SF-36 were the most common outcome measurement tools.
The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. The VR was more effective than conventional treatments for the outcome of dynamic balance. Two studies did not find any changes in static balance and daily living activities. Physical aspects and quality of life were the outcomes most evaluated by the researchers; as were the population with chronic strokes and protocols of long duration and low intensity. Few studies targeted immediate VR effects, performance in daily living activities and social participation.
The aim of this systematic review was to investigate current penetration and educational quality enhancements from digitalization in the dental curriculum. Using a modified PICO strategy, the ...literature was searched using PubMed supplemented with a manual search to identify English-language articles published between 1994 and 2020 that reported the use of digital techniques in dental education. A total of 211 articles were identified by electronic search, of which 55 articles were selected for inclusion and supplemented with 27 additional publications retrieved by manual search, resulting in 82 studies that were included in the review. Publications were categorized into five areas of digital dental education: Web-based knowledge transfer and e-learning, digital surface mapping, dental simulator motor skills (including intraoral optical scanning), digital radiography, and surveys related to the penetration and acceptance of digital education. This review demonstrates that digitalization offers great potential to revolutionize dental education to help prepare future dentists for their daily practice. More interactive and intuitive e-learning possibilities will arise to stimulate an enjoyable and meaningful educational experience with 24/7 facilities. Augmented and virtual reality technology will likely play a dominant role in the future of dental education.
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective. When doing so, participants have the feeling that the own body has been substituted by the ...self-avatar, and that the new body is the source of the sensations. Embodiment is complex as it includes not only body ownership over the avatar, but also agency, co-location, and external appearance. Despite the multiple variables that influence it, the illusion is quite robust, and it can be produced even if the self-avatar is of a different age, size, gender, or race from the participant's own body. Embodiment illusions are therefore the basis for many social VR experiences and a current active research area among the community. Researchers are interested both in the body manipulations that can be accepted, as well as studying how different self-avatars produce different attitudinal, social, perceptual, and behavioral effects. However, findings suggest that despite embodiment being strongly associated with the performance and reactions inside virtual reality, the extent to which the illusion is experienced varies between participants. In this paper, we review the questionnaires used in past experiments and propose a standardized embodiment questionnaire based on 25 questions that are prevalent in the literature. We encourage future virtual reality experiments that include first-person virtual avatars to administer this questionnaire in order to evaluate the degree of embodiment.