Simulation

Simulation

This use case pertains to using Augmented Reality to simulate (within and in interaction with the real world) the insertion or repositioning of things using 3D models. The 3D models can be of weather patterns, energy flows, industrial equipment, infrastructure (such as HVAC) or moving objects in a zone or confined space (e.g., factory), complex processes requiring employee to lift or perform a process with an odd shape, including serious games (overlaps with training), simulation of packing diverse objects within volume (e.g., for shipping). Many simulation use cases overlap with visualization use cases and simulation can be used in skill development (training) use cases.

Prior to AR Adoption

Simulation is defined as having one or more of the following characteristics:

  • Involves using a 3D model (or multiple 3D models) placed in a space in order to “imitate” what would happen in the real world. It’s chosen when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or it may simply not exist.
  • There is support for a user to manipulate the model(s) in real time.
  • There may be multiple participants seeing and interacting with the simulation.

Without Augmented Reality, simulations use either Virtual Reality or a 3D or 2D screen. For VR, the entire world as well as the introduced object(s) of interest are created using software. There are dozens of very mature simulation systems with both hardware and software. There are also many simulation tools that rely entirely on software and “generic” hardware (e.g., a mobile device or computer with graphics acceleration).

Simulation is popular for training pilots, astronauts, emergency responders, medical professionals and many other roles. It is valuable for designers to see how their plans or mechanisms operate, and for design reviews. Simulation is also a common component of games, including but not limited to Serious Games in which users are presented with simulated (imaginary) real world scenarios that they need to solve or work through.

Business Challenges AR Introduction Addresses

Simulations are successful when users suspend their disbelief and act/learn as if they are in the real world.

To imitate the real world conditions fully in a VR system or on a screen, there must be significant investment of time and money to capture or to synthesize with software the objects in the real world and to include the real world properties and behaviors of those objects. If the simulation will be re-used by many users with the same or similar goals, there is clear return for this up-front investment.   When a simulation is unique or the problem it seeks to help users understand/visualize is only needed infrequently, the investment in modeling the real world components must be lower. The project may purchase, for simulation purposes, a commercial digital environment from a third party. Another alternative to purchasing a simulation of the real world from a third party is to generate elements in house, usually with low fidelity.

In all these cases, the copy of the world is less real than the real world itself. With Augmented Reality, the simulation is only of the object introduced into the real world. The interactivity with the model is identical to that which would be required for VR simulations.

Use Case with AR

When a company needs to simulate an object and its interactions with a real world environment, the 3D model, complete with properties and interactions, can be introduced into an AR experience and the real world serves as the high fidelity “background” or context for the simulation.

This is valuable for training scenarios in which there is a real world example available. It may also provide value to a person or team when an engineering project is being evaluated or reviewed. The model of a future (or historical) object may already be available from a design project or be scanned.

With AR, the object’s properties can mimic some features of the real world. For example, the indoor lighting (from above) or the sun, when the simulation is outdoors, may produce shadows which are included in the simulation.

The type of AR display used for simulation use cases depends on the following factors:

  • Need for participant to use both hands
  • Room in the vicinity where the simulations are performed for another screen pointed directly at the setting
  • Support for introducing new display devices (e.g., wearable AR, projection AR)

With AR-enabled simulations, there is also usually an option to edit and to modify the properties of the model. As in VR simulations, the interactions and modifications can be logged by the system for future reference and/or comparisons.

Common roles of Users

Anyone that can benefit from the use of a model in the real world as a substitute for having the real object during training, exploration, design and review.

Business Benefits:

The benefits of AR-enhanced simulation include saving time and money necessary to synthesize an environment in which the user will learn about or explore an object’s fit or functions. Using the data captured by sensors on the AR device, and graphics rendering, the model of a future (or historical) object can have the same illuminations as it would if it were real.   In addition, there can be benefits due to users having lower training time with AR and higher overall “credibility” of the experience. If a VR cave or room is not available at a facility for fully-immersive simulations, AR eliminates the need to travel to a VR simulation facility or platform for limited time.

Requirements

AR Hardware Requirements: On-board Storage – Augmented

Augmented - The device MUST have a minimum on-board memory storage of 128GB  to support the OS, advanced perception and applications Augmented - The device MUST have a minimum on-board RAM of 8GB.

AR Hardware Requirements: Inputs / Outputs: Sensors - Augmented

The device SHOULD have an IMU with accelerometer, gyrometer and magnetometer that provides information to the software about gaze, and position. The device SHOULD have a RGB camera to enable see-what-I-see, bar-code scanning and video capture. Augmented - The device MUST have time of flight depth sensor, to measure distance and depth of the world Augmented - The device MUST have two or more world cameras to enable location mapping and world reconstruction. Augmented - The device MUST have two or more eye tracking cameras to enable eye comfort and advanced perception capabilities such as a method of gaze.  

AR Hardware Requirements: Inputs / Outputs: Perception - Augmented

The device SHOULD support voice control as a method for software user interface commands. Augmented - The device COULD support eye tracking as a method of gaze, for software user interface commands. Augmented - The device COULD support gestures as a method for software user interface commands.

AR Hardware Requirements: Inputs / Outputs: Audio - Augmented

Augmented - The device COULD have multiple speakers to enable spatial audio

AR Hardware Requirements: Inputs / Outputs: Augmented

Augmented - The device MUST support a minimum resolution of 1280x960

AR Hardware Requirements: Field of View - Augmented

Augmented - The device MUST provide a 3D view (the images for both eyes are fully overlapping, just offset to provide the perception of 3D).

Augmented - The device MUST provide a minimum 35 degree diagonal field of vision where AR content can be displayed. Augmented - The device SHOULD provide a minimum 50 degree diagonal field of vision where AR content can be displayed.

Augmented - The device SHOULD have a variable range of operation from 40 cm to infinity, with HW support for developers to utilize from 20cm

AR Hardware Requirements: Environmental - Augmented

Augmented -  The device SHOULD work in ambient temperatures 10ºC to 30ºC, 5 to 95% relative humidity Augmented -  The device displays SHOULD provide visible (easy to read) displays while in full ambient light conditions. Augmented - Commercial devices SHOULD work in environmental requirements documented in IP20 or greater Augmented - Industrial devices MUST work in environmental requirements documented in IP53 or greater

AR Hardware Requirements: Inputs / Outputs: Controller

Augmented - The device may support connection to a 6DoF controller for high precision control. (1st party)

AR Hardware Requirements: Inputs / Outputs: Mouse / Touchpad

The device COULD support connection to a Bluetooth mouse / Touchpad style device.

AR Hardware Requirements: Inputs / Outputs: Perception

The device SHOULD support voice control as a method for software user interface commands.  

AR Hardware Requirements: Inputs / Outputs: Processing

CPU (per device category) GPU (per device category) To be defined

AR Hardware Requirements: Inputs / Outputs: Sensors

The device SHOULD have an IMU with accelerometer, gyrometer and magnetometer that provides information to the software about gaze, and position. The device SHOULD have a RGB camera to enable see-what-I-see, bar-code scanning and video capture.

AR Hardware Requirements: Visual Tracking - Augmented

Augmented - The device SHOULD perform on-board computing of spatial maps Augmented - The device SHOULD allow developers to access the computed spatial maps for application and tracking sdk development Augmented - The device AR object positioning accuracy MUST be within +5mm The device MUST be able to scan QR code (of 2 by 2 inches) from a minimum of 5 feet from a + 60 degree off-axis. Note: Optical and/or software zooming maybe utilized.

AR Hardware Requirements: Wear Ability / Comfort - Augmented

Augmented - The device weight worn on the head shall range between 260 grams and 560 grams The device shall support the addition of prescription lenses or fit over users spectacles The device shall have the ability to automatically adjust to the users Inter Pupillary Distance (IPD) to assist with ensuring eye comfort.

AR Software Requirements: AR Content Support

3D Visual Content
  • The content generation and consumption tool MUST support open 3D model formats.
  • The content generation and consumption tool SHOULD support proprietary 3D model formats.
  • The content generation and consumption tool SHOULD support animations.
2D Visual Content
  • The content generation and consumption tool MUST support open 2D formats.
  • The content generation and consumption tool SHOULD support proprietary 2D formats.
Media Content
  • The content generation and consumption tool SHOULD support open video formats.
  • The content generation and consumption tool SHOULD support open audio formats.

AR Software Requirements: AR Content: SOP

User Privileges The solution SHOULD require acknowledgment a Standard Operating Procedure (SOP)

AR Software Requirements: AR Localization

Matching the user's current environment with a previously mapped environment, along with understanding the user's current placement inside that digital environment. The device MUST support AR localization The platform SHOULD support Fast localization via localization hinting (e.g., QR Code, ArUco, or Assisted GPS) The platform SHOULD support marker-based tracking (e.g., using ArUco, AprilTag, or QR Code) The platform COULD support model-based tracking (e.g., CAD, scanned models) The platform COULD support real-time spatial tracking (e.g. SLAM)

AR Software Requirements: Manageability - on device

Embedded The platform SHOULD support 3rd party MDM/UEM agents Embedded The platform SHOULD support virtual private networks (VPNs) Embedded The platform MUST manage or disable device settings Embedded The device COULD support locked task mode which locks user from accessing restricted applications and device settings

AR Software Requirements: Mobile Device Management (MDM) - enterprise control

The platform MUST be able to control the permission to access third-party developers access to sensors and cameras The platform MUST allow MDM to control direct install/side load The platform SHOULD manage or disable device settings The device SHOULD support multi-user logins The platform SHOULD support over-the-air (OTA) or similar device provisioning The platform SHOULD support application management via MDM The platform COULD support remote access via MDM

AR Software Requirements: OS Features

Embedded The device software MUST support a single user accounts per device Embedded The device software SHOULD support multiple user accounts per device Embedded/Application The device software SHOULD support a web browser Embedded The device SHOULD allow third-parties developers the ability to read and write stored digital content Embedded The device MUST support file transfer Embedded The device MUST allow third-party developer access to sensors and cameras Embedded The device SHOULD support direct install/side load Embedded The device SHOULD support GDPR

AR Software Requirements: Production Deployments

Application The application SHOULD be deployable into multiple environments including on-premises (local cloud) and public cloud Application The applications MUST support General Data Protection Regulation (GDPR) requirements Application The application COULD be deployable into the Hybrid Cloud Application/Embedded The device MUST support access while off-network The platform COULD support the requirements of the Open AR Cloud Association

AR Software Requirements: Security

Application - the device SHOULD at least adhere to IEE/UL P2933 Application - the platform SHOULD support 3rd Party VPN Application - the platform SHOULD support Zero Trust configurations Application - the platform SHOULD use X509 certificates Application - the platform COULD support AES 256 device encryption Authentication - the solution SHOULD authenticate the user

AR Software Requirements: Software Developer Kits (SDKs) and Tools

The platform SHOULD support commonly available desktop software development tools The native SDK MUST enable access to device-specific functions The SDK SHOULD support common available AR deployment tools (e.g. Unity, Unreal, etc) The SDK SHOULD support cross-device development (e.g., Windows, MacOS, and Linux) The platform COULD support a cross-platform open AR Cloud SDK (https://github.com/OpenArCloud) Only Augmented - The platform SHOULD be OpenXR compliant The SDK MUST allow third-party developer access to sensors and cameras

AR Software Requirements: Supporting Use Cases: Authoring Augmented Reality Content

The authoring solution MUST support AR localization The authoring tool MUST originate content in the digital environment

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