Sign In

ARea16 - Augmented Reality for Business and Productivity - June 8, 2016, Espoo

Session 2: Industry & Technology

3D Tracking for Wide Area Industrial Applications

Link to PDF
Charles Woodward / VTT

VTT’s Augmented Reality research group in Espoo is one of the leading AR technology and application providers in the world. Over the years, the team has produced world leading solutions for various AR application fields, including media and marketing, entertainment and games, interior design, tourism, industrial applications and AEC (Architecture, Engineering and Construction).

VTT’s 3D Tracking technology is available as the ALVAR SKD (A Library for Virtual and Augmented Reality). ALVAR allows for creating of AR applications with the most accurate, efficient and robust functionality for both marker based and markerless 2D image based and 3D point cloud based tracking. ALVAR users include companies such as Google, NASA, Vuzix, etc.

At ARea16, explain the technology behind ALVAR tracking, and give examples especially on AR applications in wide are industrial applications. Application cases include facility asset management, building maintenance and lean construction in mobile AR view. We will also discuss how AR could be combined with Social Media, for capturing tacit knowledge among mobile maintenance workers.

Contact:
Charles Woodward
VTT Ltd.
+358 40 500 1514
charles.woodward@vtt.fi
www.vtt.fi/multimedia

 
EdcAR - Augmented Reality system for space applications

Link to PDF
Helin Kaj, Jaakko Karjalainen, Valli Seppo, Harviainen Tatu / VTT
Tedone Domenico, Calmet Brigitte / Thales Alenia Space
Frangakis Nikos / Institute of Communications and Computer Systems, Greece
Martinez Oliveira David, Agostinho Sergio / European Space Agency; Netherlands

This future concept presentation introduces Augmented Reality (AR) system for space applications, namely the EdcAR system, as well as two use-cases where EdcAR system will be implemented and exploited. These two use-cases are (1) AR supported telecom payload coax cables assembly and (2) AR based on-board training and remote support for centralized cabin filter replacement in ISS. Cases are steering EdcAR system development by influencing requirements and specification definitions.  This presentation will also highlight future development of EdcAR system and its application to aerospace industry. EdcAR project will last to end of 2016.

Objective of this activity is to verify if Augmented Reality and Virtual Reality could be eligible technologies and productive tools in aerospace industry. With this aim, an Augmented Reality Visualization solution - EdcAR is designed, implemented and evaluated in some representative use cases. In addition to this main goal, the following sub objectives will also be achieved as part of the project: (1) Identification of critical technology areas in building effective AR systems (e.g. tracking, registration), (2) Architecture and Design of EdcAR solution and (4) Implementation of a Proof-Of-Concept demonstrator.

In aerospace industry, the spectrum of applications fields is very wide. In our case, ground AIT and AIV activities as well as human space flight and spacecraft operations have been identified as potential use cases are (1) AR supported Telecom Payload Coax Cables Assembly and (2) AR based On-board Training and Remote Support of Centralized Cabin Filter Replacement in ISS.

In the context of AIT activities for telecommunication satellites, thousands of coax cables have to be mounted on the payload’s panels during the assembly phase. These cables carry RF signals between the different elements of the payload (antenna, switch, transponder, etc.). The size of these cables ranges from 20cm to 4m. The installation of a single coax lasts approximately 1 hour and includes the preparation of the installation, the assembly and the documentary aspects related to traceability.

The second use case is an on-board training and remote support scenario and more precisely it is about the Cen-trailzed Cabin Filter (CCF) Replacement procedure in ISS. At present the complete CCF Replacement task lasts for about one hour and includes the performance of two referenced procedures (1.201 COL Deck Rack D1/D2/D3 Open & Close and the 2.6.665 Portable O2 Monitor – Sampling Operations). With this use case we intend to demonstrate that EdcAR system will be able not only to support but also to instruct the User, the ISS crew, on how to perform procedural tasks.

Contact:
Kaj Helin
VTT Ltd.
+358 40 847 9351
kaj.helin@vtt.fi
www.vtt.fi

 
MARIN2 project - Augmented Reality in Outdoor Construction Sites

Link to PDF 
Mikko Forsman, Jukka Arvo, Teijo Lehtonen / University of Turku

This presentation introduces MARIN2 (Mobile Mixed Reality Applications for Professional Use) research project where Technology Research Center at University of Turku is participating. While previous MARIN (Mobile Augmented Reality Tool for Marine Industry) project studied Augmented Reality (AR) in a marine industry setting, the ongoing MARIN2 project has a broader industry setting. MARIN2 project contains multiple research topics that include CAD model processing, AR hardware development, and automatic database integration. This presentation focuses on one MARIN2 research topic that is AR visualization in outdoor environments.

Visualizing connections between product plans and real environments in a construction site is often a time consuming process that is prone to human error. Finding out basic information like location, orientation and metadata about structures requires time, varying measurements, or contacts to multiple employees. AR excels at connecting location and information in a natural way, making it a perfect fit for industrial usage. Successful implementation of professional AR could streamline the workflow of planners, supervisors and workers alike, leading to major savings in cost effectiveness.

Currently, AR has only few applications for professional use due to challenges in mobile AR technology.Outdoor conditions also cause own challenges as the illumination changes throughout the day. When considering industrial use cases, worksites also keep changing rapidly. Therefore, traditional tracking systems that rely on pre-defined visual data do not work well. Sensor-based tracking is one alternative that does not rely on predefined visual data, but current consumer-grade mobile devices do not have suitable sensors for such implementations.

The presentation describes a 3 degrees of freedom tracking system that utilizes real-time generated panorama images. The implementation extends the earlier work by Wagner, et al. to an AR solution. The implemented panorama tracker was integrated to Unity3D game-engine which allows an easy method for content augmentation. The very promising robustness of the developed panoramic tracking system will be demonstrated during the presentation. The largest current limitation is that the system is only able to track in 3-degrees of freedom, which requires another system for calibrating the initial position of the used device. This will also be discussed and the implemented solution described.

Contact:
Mikko Forsman
Technology Research Center, University of Turku
+358(0)40 829 7032
mikko.forsman@utu.fi
ar.utu.fi

 
Augmented Reality for City Planning

Link to PDF
Anssi Savisalo / FCG Finnish Consulting Group

FCG Finnish Consulting Group is one of Finland's largest multi-disciplinary consultancy firms and a market leader in several industries. We have provided a wide range of physical and social infrastructure planning and management services in Finland since 1949 and internationally since the 1970s. We operate in the fields of water and environmental engineering, spatial planning and land management, architecture and building engineering, geotechnical and structural engineering offering sustainable solutions for our clients both in private and public sector.

Together with VTT Augmented Reality Team, FCG has delivered a number of AR projects in field of built environment and land use planning to Finnish cities and private developers. We will present these projects and our vision for further utilizing AR technology in planning and project management.

An overview of our services maybe found at our website, link below.
 
Contact:
Anssi Savisalo
chief product owner
MAPGETS / FCG City Portal Ltd
+358 41 5389 353
anssi.savisalo@fcg.fi
http://projektit.fcg.fi/paikkamallinnus/augmented_reality/

 
Testing traveller experience

Link to PDF
Pekka Puranen / Meyer Turku

Competition in the cruise ship building industry is hard and shipyards need to constantly create innovative solutions to attract customers. Often these innovative solutions aim to improve the future travellers’ experience. However it is difficult, for the customer, to imagine and understand how a new solution will really work. It should be possible to test it virtually in advance.

The “Testing traveller experience” virtual reality application will be used in the early ship design phase. The purpose is to increase customers’ understanding of what the future ship will look like. Thus the feedback from the future ship owner and operator, to the shipyard will be more accurate and it will be possible to give the feedback in a timely fashion and in an earlier stage of ship design. The interaction will happen in a Virtual Reality environment, extracted and automatically built form a ship model created by naval architects and shipbuilding engineers.  The model used in virtual reality environment will be based on engineering CAD 3D models coming from different design disciplines, e.g. steel structures, outfitting design, car ramp design etc.

Using the application, the user (passenger) is able to drive on board the ship sitting in his/her car. The car enters the ship using different gates and ramps. When reaching the appropriate car deck the user can park his/her car and enter the ship’s public spaces. All this happens in a virtual reality (VR) and augmented reality (AR) environment. The application relies on a “gamification” approach to experience the ship design, especially for new innovative solutions.

The Meyer Turku shipyard has been testing and creating prototypes using different VR & AR systems. One of the biggest challenges is that VR & AR systems are not really known and used in shipbuilding in the same way as in the gaming world. The yard is currently looking for increased communication with different parties to find out, why the VR and AR boom is not adopted in shipbuilding. Is it just hype or could it be really applicable in shipbuilding? To find out if VR & AR is a short-lived hype or is it a real useful thing, there need for discussion with colleagues in shipbuilding world and in related industrial environments. If we together strongly believe in the usefulness of VR & AR applications in shipbuilding, then we will together make it happen. Otherwise the current VR & AR approaches will become just hype and fade away.

VR and mobile technologies are very popular in Asia and it is important to assure that we know what is happening in the global development. Having a common view and a shared VR and AR strategy is a way to surpass our Asian competitors.

 
SoAR (Social Augmented Reality App)

Link to PDF
Sanna Reponen / Aalto University

SoAR (Social Augmented Reality) is a mobile app for collaboration and communication in work environments. It consists of one-on-one video streaming with a bidirectional drawing layer for emphasizing details. SoAR is designed for cooperating in situations that require an effective, visual assessment.

In its current state, SoAR is an open source Android prototype that is being tested in construction and maintenance. The design process is iterative: all development choices are validated through user research and codesign sessions.

SoAR aims to

  • lower the threshold to seek and give guidance - enhance the culture of communication and mutual assistance at workplace.
  • speed up problem-solving by mitigating the effect of distance and different professional backgrounds and vocabularies of the workers
  • increase safety by enabling cooperation in situations that require constant presence
  • support informal workplace learning and professional development

The app has been developed in the Learning Environments research group of Media Lab Helsinki, Aalto University, in the Learning Layers project (EU, FP7).

Contact:
Sanna Reponen
Research Assistant, Learning Environments Research Group
Aalto University, School of Arts, Design and Architecture, Department of Media
+358 45 877 9899
sanna.reponen@aalto.fi
http://legroup.aalto.fi