virtual and augmented reality experiences in mining and ... · •computer-generated simulation of...
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Virtual and Augmented Reality experiences in mining and other fields
Raw Materials University Day 2017 – MADRIDNovember 16, 2017
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CeDInt – Centre for Smart Buildings and Energy Efficiency
Montegancedo: International Campus of Excellence
CeDInt
CBGP
USOC
CTB
CaIT
IMDEA Software
Microgravity Center
Computer Science SchoolSolar Houses
PV station
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• Virtual and Augmented reality (VR / AR)• Information Visualisation and Visual Analytics
• Smart Environments and Energy Efficiency• Security and Biometry• Optical Engineering
CeDInt research areas
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VR / AR today
VR
AR
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VR / AR definitions
VR
AR
• Computer-generated simulation of a three-dimensional image orenvironment that can be interacted with in a seemingly real or physicalway by a person using special electronic equipment.
• User’s immersion (a.k.a. fooling the brain)• Realism
• Live (in)direct view of a physical real-world environment whoseelements are augmented by virtual computer-generated sensory input(e.g. sounds, 3D models, …);
• Interactive and in real time;• Takes into account the depth / registered in 3D
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• Not really a brand-new concept but currently on the hype• Factors of success:
• Faster processors and more powerful graphics;• Cheaper technology;• Technology giants high investments;• Moving outside the traditional niches
• Next steps:• Plateau of production (adoption ~20-30% of market potential);• Routine / Standard in business within 5-10 years;• Market value ~$80 billion within 10 years
VR / AR facts
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• Advertising
• Medicine
• Navigation devices
• Industrial applications
• Military and emergency services
• Sport
• Art
• Architecture
• Entertainment and education
• Tourism
• Mining and prospecting
VR / AR fields of application (short list)
• Training and formation
• (Difficult) environments model
• Interaction with the env.
• Simulations
• Support for complex tasks
• Generation of added value
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• Facilitating user interaction with building elements;• Two-way communication;• Especially thought for disabled users
VR for domotic applications
DVD (PROFIT 2007, MITYC)
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• 3D modelling of a real environment;• Two-way communication with a sensor network:
• Performance and function monitoring;• Scenarios simulation
• Representation of environmental conditions;• Possible integration with visualization techniques
VR for outdoor sensor monitoring
CEDINT INTERNAL PROJECT
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Integrated platform for:• an intuitive and realistic real-time representation of targets (e.g. ships
and cargoes) and events;• increasing the situational awareness of security operators over the
monitored area
VR for monitoring environments
IDT-3D (AVANZA 2009, MITYC)
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Mixed reality platform to provide value-added services during realevents or situations:• Route planning for indoor environments;• Show information in AR;• Case studies:
• tourism exhibition;• emergence handling
VR for indoor environments
MIX-TUR (INNPACTO 2011, MICINN)
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VR for training
CEDINT INTERNAL PROJECT
Simulation of real environments / tasks:• (Highly specialized) personnel training;• Virtual mock-ups for concurrent engineering;• Collaborative sessions;
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User interaction in Virtual Environments dynamically adapted to the physiological response of the individual: • Monitoring & processing physiological signals: Heart Rate (HR) and
Galvanic Skin Response (GSR);• Real time stress detection from HR & GSR;• Dynamic response of the VE to the level of stress
VR for environmental response
Biofeedback Sphere:• Size –> HR
• Color –> GSR• Shape –> Stress
CEDINT INTERNAL PROJECT
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• 3D content, virtual environments and AR applications:• VR/AR-based interfaces facilitating situation awareness,
understanding and control in complex environments or criticalinfrastructures
• User experience in VEs and immersive and interactiveapps:
• Objective (physiological signals, EEG, facial expressions,body language, user performance) and subjectiveassessment of presence, attention and emotional response
VR for mining purposes
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VirtualMine – VR and 3D apps
Possible ideas: • Simulation of:
o Crushing machine;o Copper extraction;o Life and work of a miner in the past
• Educational games (gamification):o Discovering the distribution of raw materials on the Earth;o Game for children to deliver the miner to its workplace underground;o Virtual mirror to dress people in different mining garments;o Discovering the importance of raw materials by unveiling their presence
in daily-used objects
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VR Lab EquipmentI-Space (CAVE™) 3D stereo wall
Portable VR system8x1TB HD SAS Units
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Luca Piovano
Researcher
Francisco Luque Oostrom
Researcher
Asunción Santamaria
Group Manager
CONTACTS:
CEDINT – UPMCampus de Montegancedo, 28223 Pozuelo de Alarcón (Madrid) – Spain
www.cedint.upm.es