VR/AR for Productivity
In an increasingly complex environment today’s factory worker has become a knowledge worker who needs real time access to relevant information. BRAIND4.0 is a response to the demands to make this worker more productive by increasing efficiency, reducing variability, and cutting downtime. BRAIND4.0 is a modular platform based on the integration of realtime data, machine learning, and an extensive understanding of complex manufacturing needs. BRAIND4.0 covers 5 application domains: planning & prototyping, training, maintenance, monitoring, and support tools. We visually assist the worker during the maintenance checklist and troubleshooting. We offer a guide during the assembling and disassembling phases. We help in the identifying safety risks and maintain compliance with main industrial standards (WCM). We offer a virtual training platform which can be used by single or multiple workers. The Mixed Reality modules run on the latest version of HoloLens and on other devices (Nreal).
MES PERFORMANCE AR
The objective of this project is to allow users to access the data in the right place and at the right time according to their trade. This data comes from our MES Performance solution installed in our customers' production workshop, which collects it through sensors, identifies it and exploits it to produce reliable and consistent indicators. The application of augmented reality will allow a production supervisor to track the progress of his production thanks to the data of quantities, cadence, advance/delay or operation but, it will also allow a FE to access a machine’s shutdown data, stop number, reasons, frequencies. The application therefore allows users to more quickly visualize the data that interests them in order to make decisions more quickly and thus be more efficient. We developed this application on several types of devices, with two different visions. One short-term, on smartphones with Vuforia. One long-term, on Microsoft’s Hololens.
VR/AR for Safety and Improvement of Work Environment
ACCELERATING HUMAN REACTION
UNIVERSITY OF CHICAGO/SONY CSL
In this demonstration we enable preemptive force-feedback systems to speed up human reaction time without fully compromising the user’s sense of agency. Typically these haptic systems speed up human reaction time by means of electrical muscle stimulation (EMS) or mechanical actuation (exoskeletons), which unfortunately, completely remove the users sense of agency. We address this by actuating the user’s body, using EMS, within a particular time window (160 ms after visual stimulus), which we found to speed up reaction time by 80 ms, while retaining a sense of agency. Here, we demonstrate this at the example of two applications: (1) taking a picture of a high-speed moving object in mid-flight, or (2) hit baseball with a toy gun. With our preemption system, users are able to experience the right timing to shoot a photo, while still feeling a sense of agency.
THE NEXT BREAKTHROUGH IN INDUSTRY VR TRAINING
GE Hitachi is introducing large-scale, multi-user VR simulators in their training programmes. Through Virtualware Immersive Room (VIROO), GE Hitachi is able to simulate complex and highly skilled activities that require top level expertise and training, as well as outstanding coordination between the different parties involved. The first simulator developed is aimed to train workers in fuel movement operations, allowing multiple users to collaborate in a refuel floor simulated nuclear environment. By means of a physical replica of the refuelling mast, an indispensable tool for carrying out fuel movement operations, users are able to carry out fuel movement operations as if they were doing so in reality.
A motion capture combination is placed on the operator. Equipped with this combination, the operator normally carries out the various operations planned at his workstation in the factory. A picture of the operator is taken while he is performing an operation. An ergonomic rating according to the RULA (Rapid Upper Limb Assessment) monitoring method is made instantaneously with a representation of the operator in the form of an avatar. Use cases: ergonomic mapping of a workshop or a production site for an action plan to improve its ergonomics; ergonomic analysis of a production line; operator awareness on ergonomics (pedagogic tool).
VR/AR for Learning and Training
AFT-SNCF VR TRAINING
VIRTUOSE REALITY STUDIO
AFT-SNCF : Railway Crossing Training is a training software on Oculus Quest allowing heavy truck drivers to manage the risks associated with railroad crossings. Created in partnership with the SNCF (French National Railway Company) and the AFT (Association for the development of Transport and logistics vocational Training), this experience offers 6 different scenarios staging situations that cause frequent accidents in France. The oculus quest is a latest generation autonomous helmet facilitating the use of different VR training scenarios. OBJECTIVES : Learn in virtual real-world conditions. Acquire the right reflexes when faced with an emergency situation. Identify the steps to adopt. Increase the speed of decision-making. Save lives.
VR PLANT JOURNEY
BREAKPOINT ONE GMBH
Breakpoint One is always in the center of the current technical development. From digital language assistants, virtual and augmented reality to the latest trends in desktop, web or app development. Today, the boundaries between hardware and software in development are becoming more and more blurred, and for outstanding results, we need to increasingly combine both worlds. Our competency is strongest in the development of high-performance real-time computer visualizations, graphical algorithms and user interfaces up to complete 3D graphics engines as well as their integration into complex 3D applications. Building on this, BPO has sufficient experience in online linking of 3D applications in real time; typically used in the field of collaborative work as well as in entertainment software and multimedia applications. The requirements of the projects are always very different. Ranging from photorealistic representation, hardware-oriented graphics programming to parallel processing and scalable solutions using application clustering.
THE GLEECHI INTERACTION PLATFORM
The Gleechi Interaction Platform is a software platform to make it easy to create high quality interactive VR training. The software includes a set of unique and awarded tools to scale the creation of a training environment. The software tool VirtualGrasp comes from 8 years of prize-winning (IEEE) robotics research and is the first to enable natural interaction for any 3D scene, allowing the user to interact realistically with different virtual tools and components. The Gleechi Pedagogical Framework is developed based on 4 years of research and has resulted in one of the largest studies worldwide on how VR can help people with disabilities to learn new work tasks. Our software has been implemented by clients such as Saint-Gobain, Scania and ABB and has been awaraded by MIT Solve and the European Comission among others.
VR/AR for Marketing and Sales
NUDGE AR INC.
Multi channel AR marketing automation platform focusing on creating promotion experiences.
WinACTIVE-3D allows you to turn any screen into VR glasses ! Thanks to a single webcam, the software is able to localize your eye position in the space when you look at the screen. By moving in front of the screen, you can then turn around an object, or even move inside a virtual reality scene. WinACTIVE-3D replaces VR applications in all places where people are passing by: retail: draw the attention and engage customers by creating a virtual showcase. You can propose a phygital experience by displaying the products of your website. real estate: visit your future house in VR by moving in front of the screen ! Everybody around will share your experience. No need to use VR glasses and get seasick ! museums/schools: propose sculptures, or objects which are not available. Using our screen is much more fun than standing in front an piece of art !
VR/AR for Data Visualization & Decision-Making
Semantic See-Through addresses the issue of user visualization in a virtual reality experience. The system presented here relies on a video see-through approach, thus turning the experience into an augmented virtuality experience. We use deep learning techniques to integrate the user’s self-body and other participants into a head-mounted video see-through augmented virtuality scenario. It has been previously shown that seeing user’s bodies in such simulations may improve the feeling of both self and social presence in the virtual environment, as well as user performance. We propose to use a convolutional neural network for real time semantic segmentation of users’ bodies in stereoscopic RGB video streams acquired from the perspective of the user. Segmented video feeds are then composited into the visual rendering of the virtual environment. In this work we demonstrate the feasibility of using such neural networks for merging users’ bodies in an augmented virtuality simulation.
Today with Big Data, we are in real "Data Deluge" . All companies have data-driven strategies to develop theirs businesses We must maximize our ability to acquire and understand information by changing paradigms Indeed, we still use our classic terminals which are no longer up to these challenges: quick vision & understanding to facilitate analysis easy, natural and intuitive interactions to simplify handling visualization of complex data in immersive multi-dimensions (dive into your data at 360 °) collaborate in real time with your collaborators, partners and customers to accelerate decision-making processes Immersive Analytics is a real-time data analytics collaboration platform for spatial computing It's a new way to request, vizualise, analyse, interact and collaborate naturally and intuitively with your data using your senses (Voice and Gestures) In addition Immersive Analytics include collaboration tools for Smart Industries and Training with remote assistance solution (Several expert consoles can be connected to one Hololens)
QUADRICA is a company with intuitive solutions for displaying, managing and analyzing data from 3D laser scans or photo shooting campaigns. With its leading MySurvey tool, QUADRICA has been able to bring together a technical team, Federated around a start-up spirit. Experts in space for imaging, geomatics for topography, video games for response times, all these skills allow to propose applications and software immediately responding to operational needs.
VR/AR for a Cause
Cerebral palsy is found in about 3 in every 1000 children. Inveion is an immersive rehabilitation software platform for people with disabilities. Applying a special algorithm we help to trigger motor neurons to help correct patients’ actions. The first Inveion clinical trials (58 children ) have shown a significant improvement in limb movement, an improvement in the children’s socialization and academic activity. We pay special attention to the relationship between the parent and the child, as well as between the child with cerebral palsy and healthy children for better social integration. The future solution will include not only a VR platform, but also special mobile applications for a child with cerebral palsy and parents. Solution is applicable in rehabilitation of Cerebral Palsy, Multiple Sclerosis, Traumatic Brain Injury, Spinal Cord Injury and Stroke. Our goal is to use immersive technologies to change the way how people with
What do hospitalized children miss the most? Playing outside! Being outside with friends and playing together is good for their emotional and physical state and benefits their recovery. But, some children are not even allowed to go out of their room or bed. Due to the limit control children have during their hospital stay children often experience difficulties which affect their emotional wellbeing. When we talked to hospitalized children, they confirmed their need for outside experiences, social connection and playfulness. PlaygroundVR brings hospitalized children together in a virtual reality playground to play with each other. In this colourful and open play area, children can forget their treatment and play with other children, friends and family. They see each other as virtual avatars, which they can customize as their own. Just like playing outside, children are free to do whatever they want and create their own games using their imagination.
MUSEUM OF SUSTAINABLE INNOVATION
The “Museum of Innovation” is a scientific and technological VR experience to showcase innovations from around the world that positively impact society. From solar autonomous drones to sustainable energy production, from 3D-printed organs to virtual surgery, it offers an immersive way to discover disruptive projects addressing some of the world’s major challenges in health, well-being, energy, farming, mobility… contributing to the United Nations’ Sustainable Development Goals (SDGs). The overall aim is not only to exhibit the projects accelerated by the 3DEXPERIENCE Lab program but, in the end, to promote trough VR all disruptive sustainable innovation projects worth to be spread to the general and professional public, in order to inspire the innovation community to aim at sustainable objectives. VR is ideal to leverage all the 3D design, simulation and data sciences present in the virtual twin models and offers simple experience at scale 1 to make those data understandable.