TraIND40: Advanced Virtual and Mixed Reality Training Experience for Industry 4.0
One of the key concept of the new Industry 4.0 is the SMART PRODUCTION: new intelligent technologies add a "Brain" and "Voice" to the traditional machineries and empower a new generation of workman. VR/MR can be used to facilitate advanced training of workman with a new inclusive and simplified approach. ...learn more
Project status: Under Development
Groups
Ultimate Coder Challenge IV:VR
Intel Technologies
Other
Overview / Usage
The name TraIND4.0 comes from the mix of “Training” and “Industry 4.0”.
Industry 4.0 is a name given to the current trend of automation and data exchange in manufacturing technologies. It includes new technologies such as cyber-physical systems, Internet of things, cloud and cognitive computing. Industry 4.0 is commonly referred to as the fourth industrial revolution because of the gradual combination of traditional manufacturing and industrial practices with the increasingly technological world around us.
In FifthIngenium we often deal with the industrial world and the Industry 4.0. One of the problems of the industrial processes is the new workers' training on machineries that become more complex and technologically advanced day by day. Today the modern production lines are made by specialized companies and the products are sold in many parts of the world. For this reason, staff training is very expensive and is also made more and more complex because of the size and complexity of the machinery.
One of the key concept of the new Industry 4.0 is the SMART PRODUCTION: new intelligent technologies add a "Brain" and "Voice" to the traditional machineries and empower a new generation of workman. VR/MR can be used to facilitate advanced training of workman with a new inclusive and simplified approach.
During the Code Challenger, we want to create a first version of a learning system based on VR/MR focused on the increasing need for advanced technical training in Industry 4.0
Methodology / Approach
There are different faces that can be accomplish with our solution:
• Virtual Individual Training: the trainee lives an individual VR experience, with the support of a Virtual Teacher, who guides him through exploration of the machinery, the procedures of ordinary maintenance and the checklist of the operations to do for discovering the problems and resolving them.
• Virtual Individual Assessment: In this phase the trainee is in the VR experience without the support of the Virtual Teacher and he is asked to perform the procedures learned, in different scenarios, according to typical uses cases such as execute a cleaning procedure or identify the machine problem in a fault simulation scenario. The trainee will receive a score, depending on the correctness of each procedure and the time spent on it.
• Live Shared Class: The VR Experience can be shared between more trainees who can connect to the VR Shared class, each one with his VR device. In the class one person is the teacher (with a VR device) who can interact during the training on the virtual model, while the class can see what he's doing.
Extension: The teacher can use alternatively an AR device (as HoloLens) and be physically present with the real machinery and perform operations on it. The trainees in the virtual class can both observing what the teacher is doing and see on the virtual model of the machinery what's happening.
• Remote Training: In this phase the trainee is in AR with HoloLens on the physical machinery and remotely the Teacher, both in VR or AR, can support the training and interact in the holograms space, adding elements, giving instructions and reporting problems.
• IoT Data: In this phase the data in support of uses cases during the training in AR with HoloLens or VR will come directly from physical machinery through IoT solution.
During each phase, all the data are collected and stored to perform analysis and set up test specifically design ad hoc for each trainee.
Technologies Used
Unity, Visual Studio, Azure, Intel NUC Core™ i7 processor with Radeon™ RX Vega M Graphics, HP Mixed Reality Device, Wacom Intuos Pro Paper
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