Daimler Transforms the Automotive Lifecycle

The division uses Unity to create a mixed reality pipeline connected to systems and Product Lifecycle Management (PLM) data, then deploy applications to multiple platforms, including Microsoft HoloLens, Oculus devices, and smartphones.

This blog details a few of the ways in which they create and deploy HoloLens applications at various stages of the automotive lifecycle.

Production

Daimler Protics uses Unity for a variety of use cases in the production phase, from planning factory layouts (e.g., previsualizing machinery and architecture) to assembly training (e.g., training workers on how to assemble the cars). Safety inspection is one of them (see video above).

Automakers often use robotic laser welding to precisely and efficiently fuse various parts of the vehicle together. When Daimler’s robot cell is in operation, however, the space is closed off to prevent anyone from looking inside and losing their sight, making safety inspections difficult.

The team developed an application that replays each robot’s logged movements on the HoloLens once a session is complete. This application displays predefined safety spaces, so it’s easy to verify whether the robot’s movements have adhered to safety protocols.

Sales and marketing

Mercedes-Benz formed the EQ brand for its new fleet of electric vehicles. For the Mercedes-Benz EQC, the automaker’s first fully-electric compact luxury SUV, the Daimler Protics team created a HoloLens experience to help drivers better understand the inner workings of an electric vehicle compared to the gas-powered versions to which they’re accustomed.

Designed for auto shows and dealership showrooms, the self-serve application guides users – the vast majority of whom have never used a mixed reality headset – showing them where to look and identifying various points of interest as they walk around the vehicle. Daimler’s goal is to tell a rich, interactive story about the Mercedes-Benz EQC, including the location of the battery powering the vehicle, and how it works and charges.

After-sales: Maintenance and repair

Traditional training programs use cut-section models to instruct technicians on how to service an automotive transmission. While working on a full-scale physical model is helpful for understanding, the educational value of a cutaway version that’s disconnected from the car is limited.

Daimler Protics solved this dilemma using mixed reality. The application not only surfaces the transmission’s various hard-to-see components, it also makes it easy to replicate the experience of the running engine, and visualize how it changes when shifting gears or braking.

Read the original article here.




First knee replacement surgery successfully completed with Augmented Reality Technology

Pixee anticipates the number of total knee replacement cases using the Knee+ technology will increase quickly as they already have a sizable list of surgeons interested in trying this innovation using the Vuzix M400 Smart Glasses. The combination is compact, easy to use, wireless and does not require disposables.

Pixee Medical expects to sign their first distribution agreements with implant manufacturers over the next few weeks, allowing their solution built around the Vuzix M400 Smart Glasses to be promoted by them worldwide. Pixee Medical is pursuing and expecting FDA approval (510k) for Knee+ before the end of 2020.

“The team at Pixee Medical created an innovative path to bring the Vuzix M400 Smart Glasses into the operating room to perform knee replacement surgeries and we look forward to supporting the worldwide distribution of their innovative AR solution,” said Paul Travers, President and Chief Executive Officer at Vuzix.

Read more in the full press release




Virtual Reality and Augmented Reality in Learning and Training: overhyped or new industry standard?

How Can VR Change the Training Industry?

Let’s take a look at how VR will affect the 70:20:10 model of learning. We know that classroom and e-learning modules only account for 10 percent of learning. Seventy percent of learning comes from tackling real-world tasks and problems. The other 20 percent comes from social learning via observation of others and feedback.
But what if learners could receive on-the-job experiences without actually being on the job? VR promises to do just that via a simulated environment.

Within the simulated environment, the learner must make on-the-spot decisions and respond to real-time stimuli. For example, learners in law enforcement will feel their hearts pound and their palms sweat during simulated live shooter scenarios. Your employees will stress over making the best possible decisions for your business by de-escalating angry customers or having difficult employee conversations. Even though it looks like a video game, it isn’t. It’s not about saving the world anymore, it’s about saving you money with the best trained talent. No other training medium can invoke authentic emotional responses like VR.

Is AR Just As Effective As VR?

Many of us have already experienced a primitive form of AR through Alexa or Google Home. Voice-activated tools augment our daily conversations by making the internet a conversation partner.

But AR is much more than voice commands. It can also superimpose virtual images onto the physical world. This augmented experience allows people to make different decisions. If we include chatbots, AR could provide a unique learning experience guided by a computer. It would be GPS navigation for learners.

Unlike VR, AR has already begun to change the daily practice of some professions. The FDA approved Opensight, a Microsoft AR-enhanced medical imaging product, which allows clinicians to overlay scans onto the patient and interact with the data in 3D. Similarly, Tradiebot developed an AR app for car mechanics that overlays the repair steps onto the physical car, then guides the mechanic through the repair. These innovations represent game-changing performance supports for certain professions.

Is the L&D Industry Adopting AR/VR Technology Right Now?

The 2019 Training Industry Report surveyed 240 U.S.-based education and training organizations. Here’s what they discovered about American AR/VR adoption:

15 percent of all organizations plan to invest in AR/VR technology.

1.6 percent of training is delivered with AR.

1.9 percent of training is delivered with VR.

23 percent of large companies use VR, and 11 percent use AR.

Less than 5 percent of small or mid-sized companies use VR, AR or AI.

As a whole, the industry is not seeing a rapid adoption of VR or AR. One widely used technological adoption model by sociologist Everett M. Roger suggests 5 phases of adoption: Innovators (2.5 percent), early adopters (13.5 percent), early majority (34 percent), late majority (34 percent) and laggards (16 percent). Currently, only innovators are using VR/AR.

However, if we only look at large companies, then the adoption picture changes. They appear to be entering the early adoption phase with 23 percent of them using the new technology. As the cost of AR/VR continues to fall, I predict more companies will adopt it.

Where does VR training give business the biggest boost?

Virtual reality training comes out of the educational method called “simulated training.” The aviation industry began using simulated training as early as 1929. They’ve continued to use simulated pilot training because the cost of fueling an airplane is still greater than the cost of an expensive simulation.

Like the aviation industry, educational institutions have been quick to adopt VR. Many schools and colleges cannot afford expensive laboratories. Virtual science labs provide a way for students to gain valuable laboratory experience without investing in high-tech lab equipment or materials.

For some industries, simulations allow employees to experience dangerous situations without actually endangering them. Construction workers can make dangerous errors in a virtual environment. Similarly, law enforcement officers can de-escalate life-threatening situations or react to emergencies virtually. Unlike a textbook, the simulated experience forces trainees to grapple with their own fears and emotional responses. Then, they won’t be panicking in a real-life emergency.

VR also represents an opportunity to quickly train medical professionals on new instruments or complex, new procedures. They can practice first using virtual instruments before performing the procedure on a live patient. Today, up to 30 percent of general surgeons are not yet ready to work independently at the end of their residency. VR training might help fill the gap for new surgeons.

Finally, large companies have begun to use VR for less dangerous, expensive or life-threatening skills. However, these skills still benefit from life experience. Walmart has created a VR Black Friday simulator to prepare their retail employees for the shopping holiday. Other companies have started to use VR to onboard employees by allowing them to experience their first day via VR before actually starting their job roles to reduce anxiety. Some of these skills, such as soft skills training, can be bought ready-made off the shelf.

Truly, the sky is probably the limit for the applicability of simulated training. That’s why I’m betting VR will eventually be a standard part of training like videos are today.

How do companies use AR now?

AR, unlike VR, requires the real world. AR simply enhances the real world experience.

The best example of AR in action are performance supports or job aids. Traditionally, when employees seldom used a process they would look at a laminated job aid. Today, with search navigation, we look it up. AR would take our walkthrough videos one step further by providing voice instructions and a virtual overlay to help guide us through the process.

What about processes employees do constantly? Can AR also improve them?

Research from the WHO on safe surgeries suggests using checklists improves surgical safety. AR could help perform safety checks in a variety of industries, such as general maintenance checks for machinery or safety awareness in warehouses.

AR also promises to engage learners during traditional coursework. Like Alexa or Google Home, learners could access more information to support personalized learning. They could also receive instant feedback by turning AR on to check their work. This feature could provide automated, scalable feedback to hands-on professionals in construction or manufacturing where assessing hands-on projects without expending a large number of resources presents a huge challenge. Voice-enabled AR could also lead learners through a process, even something as simple as onboarding.

Ultimately, this technology promises to improve the user-experience.

What do we need going forward for widespread AR/VR adoption?

Currently, AR/VR training tools need to be custom built by a firm or bought off the shelf. To be truly effective, companies need content authoring tools. Right now, instructional designers use tools like Articulate Storyline and Adobe Captivate. In the future, they’ll need tools for AR/VR.

Virtual and augmented reality have not seen wide public buy-in. VR headsets and AR glasses remain toys. Wider public adoption will facilitate wider adoption in the training industry, too.

From a design perspective, the headsets may also need to become more comfortable so workers like doctors or mechanics can use them for hours at a time. Prices for VR headsets and AR glasses also remain high.

Since only 1 percent of small-medium size businesses invest in VR training today, I expect we’ll see greater investment by these companies when prices drop. Given the return on investment for VR training, Josh Bersin suggests businesses focus first on the skills and competencies driving their core business. When trying to determine business-critical operations, I suggest small-midsize businesses think about where they stand to lose money. For example, manufacturing or construction companies lose money when employee errors create product defects. VR training on how to make those products could create substantial gains. Similarly, closing more sales would generate more revenue so it makes sense to invest in VR training for your sales team.

Should you invest soon?

Like most learning technology the answer is: “It depends.” Technology never offers a silver bullet. It’s a tool for your L&D team.




AWE Online 2020

The following partners were in support of the massive global event and you can see them here.  Partner logos were shown on rotating slides in each livestream:

From the AREA a big thank you to Emily Friedman who has organized and promoted AWE and now moves on to other projects with BrainXChange, an AREA member. We wish Emily all the best with all that BrainXChange has planned.

 

AWE in the News

Hear what the press had to say about the event: Highlighted coverage:

AR Post

Auganix

USA TODAY

VR World Tech

Forbes

Catch up on all the major announcements made at AWE Online 2020: Day 1, Day 2, and Day 3. Check out who won the 11th Annual Auggie Awards, plus the Nextant Awards presented by Virtual World Society.

AWE on Social

Catch up on what Twitter had to say using the official hashtag #AWE2020.

 




XR Collaboration Platform Directory updated with new PDF Resource Guide and online search functionality of the XR ecosystem.

“Due to the coronavirus pandemic all forms of telecommunications are more important than ever. We use our brains more effectively when we feel more proximity while communicating with a person that is not in the same room ,” said Alexander Lautz, SVP of 5G, Deutsche Telekom . “ However, today’s mass market tools – telephony, messaging, document sharing, video calling – lack the level of immersion needed by themselves. XR technology enablers are crucial to enhancing telecommunications services to offer digital social proximity. Deutsche Telekom is proud to sponsor the Global Resource Guide to XR Collaboration which educates us all on what is possible already today .”

 

XR Collaboration Platform Directory

 

Included in the updates to the site is a robust search tool categorizing the feature sets and capabilities of each XR platform, including the primary industry they support. Each of the 70+ XR Collaboration platforms host a profile about their solution.

 

Accessibility Considerations

XR Access joined the coalition providing content supporting Accessibility in the Global Resource Guide highlighting XR collaboration considerations before implementation into business and education systems. Governments and organisations will be able to use this resource to support digital implementation for those with disabilities remotely working and learning from home.

 

Audio Podcast Release

Supporting accessibility, XR Collaboration released the audio podcast of the Global

Resource Guide narrated by Alan Smithson, Host of the XR For Business Podcast. The recordings are available on Apple Podcast , Spotify , and Google Play .

 

Importance of Presence

The PDF Resource Guide introduces the importance of human connectivity through

digital presence & audio podcast contribution by Caitlin Krause , MindWise Learning,

Leadership & Wellbeing Specialist. The recordings are available on Apple Podcast ,

Spotify , and Google Play

 

Please visit the website XRCollaboration.com where the XR Collaboration PDF

Resource Guide & Platform Directory will be periodically updated.

 

Current Version 4 – May 28, 2020

 

About The Coalition

ABOUT XR IGNITE INC

XR Ignite is a community hub and virtual accelerator for XR startups, studios, and developers to connect

with customers who want to solve large business challenges.

ABOUT DEUTSCHE TELEKOM

Deutsche Telekom is one of the world’s leading integrated telecommunications companies, with some

184 million mobile customers, 27,5 million fixed-network lines, and 21 million broadband lines. Leading in customer experience, leading in technology, and leading in business productivity and pioneering sustainability.

ABOUT QUALCOMM TECHNOLOGIES

Qualcomm is the world’s leading wireless technology innovator and the driving force behind the

development, launch, and expansion of 5G. Qualcomm Incorporated includes licensing business, QTL, and the vast majority of the patented portfolio. Qualcomm Technologies, Inc., a subsidiary of Qualcomm Incorporated, operates, along with its subsidiaries, substantially all of our engineering, research and development functions, and substantially all of their products and services businesses, including our QCT semiconductor business.

ABOUT METAVRSE INC

MetaVRse hosts a suite of tools including 3D Web Engine for business & education and offering custom VR/AR development and professional services supporting the democratization of education.

ABOUT POWERSIMPLE, LLC

Building innovative web solutions since the ‘90s, Powersimple is focused on powering WebXR, the Spatial Web, Social VR and Volumetric Content with data for Events, Journalism Advertising, Education and Civics.

ABOUT THE AREA

The Augmented Reality for Enterprise Alliance ( AREA ) is the only global non-profit, member-based organization dedicated to widespread adoption of interoperable AR-enabled enterprise systems.

ABOUT XR BOOTCAMP & VR FIRST

VR First has successfully democratized VR/AR. at the intersection of industry and academia, VR First has seen the needs of the industry and decided to move forward with XR Bootcamp , striving to move the whole XR industry forward, equipping it with the talents they need to develop the most immersive VR/AR content.

ABOUT THE VRARA

The VR/AR Association ( VRARA ) is an international organization designed to foster collaboration between innovative companies and brands in the VR and AR ecosystem.

ABOUT AWE

Augmented World Expo (AWE) is the leading AR/VR event series in the world. AWE hosts four annual events (Silicon Valley, Munich, Asia, Tel Aviv) and has meetup chapters all over the world. Their mission is advancing Augmented Reality to Advance Humanity. Our Goal: 1 billion active users of AR by 2020.

ABOUT XR ACCESS

The XR Access Initiative is supported by Cornell Tech, Verizon Media, and the Partnership on Employment & Accessible Technology (PEAT).




Mozilla partners with Pico for release of Firefox Reality 10 Virtual Reality browser, which now supports WebXR

In addition to the new version, Mozilla has also announced that it is releasing the browser in conjunction with the company’s new partner, Pico Interactive. Mozilla is teaming up to bring its VR browsing technology to Pico’s headsets, including the Neo 2 – an all-in-one device with 6 degrees of freedom (6DoF) head and controller tracking. Firefox Reality will be released and shipped with all Pico headsets, and will be available in the Pico store for existing Pico device owners to download.

Transition from WebVR to WebXR

In terms of new features, Firefox Reality now supports the WebXR API. which is the successor to the WebVR spec. WebXR provides a host of improvements in cross-device functionality and tooling for both VR and AR applications. With WebXR, a site can support a wide variety of controller devices without writing support for each one individually, as the API takes care of choosing the right controls for actions such as selecting and grabbing objects.

Users can now use WebXR applications in Firefox Reality 10. For developers that want to build their own WebXR applications, they can view the MDN Docs for the WebXR API. Furthermore, developers working with Unity who want to explore developing WebXR applications can view Mozilla’s Unity WebXR Exporter.

However, Mozilla states that with the majority of VR-enabled web content being WebVR content, despite the upgrade to WebXR, the Firefox Reality 10 release still continues to support WebVR, making Firefox Reality 10 the only standalone browser that supports both WebVR and WebXR experiences, according to Mozilla.

The company states that this will help its partners and the developer community to transition to WebXR without worrying that audiences will lose functionality immediately. Mozilla added that it will eventually deprecate WebVR though, and that it is currently working on a timeline for removing WebVR support. Information on this timeline will be shared with the developer community well in advance of any action.

Gaze support

Another useful feature included in the version 10 release is gaze navigation support. This allows viewers to navigate within the browser without controllers, using only head movement and headset buttons. This option is ideal for users who may not be able to use controllers, or for use with headsets that don’t include controllers or allow users to unbind controllers. The video below demonstrates this feature on the Pico Neo 2. The user is able to scroll, select and type, all without the use of a physical controller.

Dual-controller typing, download management, and tracking protection

In addition to gaze support, Mozilla is introducing dual-controller typing to create a more natural keyboard experience. Furthermore, Firefox Reality 10 will also allow users to download files and manage previously downloaded files. Users can now view, sort and delete downloads without leaving the browser.

Finally, the addition of Mozilla’s enhanced tracking protection makes users aware of potential privacy issues and allows users to fully control privacy settings, from notifications of user activity tracking to an updated “Privacy and Security” UI.

Firefox Reality 10 is available for download today from the Pico, HTC and Oculus app stores.

 Read the original article.




With Porsche’s Field Experts Idled, AR Glasses Take Their Place

Covid-19 has sidelined these experts for now, but transportation is critical during a pandemic, and fixing cars is often a problem that can’t wait. That’s where Porsche’s “Tech Live Look” glasses come in.  The Tech Live Look is built using a platform by Atheer.

Tech Live Look are smartglasses that use augmented reality to project images or instructions onto the surfaces of the lenses. They’re worn by the dealerships’ mechanics while they’re working on complicated repairs that require assistance from the German brand’s in-house technicians, and connect them with these remote groups. In many instances they’ve replaced the lengthy phone conversations they used to have with technicians, and have shortened repair times by 40%, the company says.

“It accelerates the service on the vehicle and, most importantly, helps ensure customers’ mobility at a critical time.” Doug House, Technical Support Manager for Porsche Cars North America.

The company announced the program in 2017, and completed its nation-wide rollout earlier this year. The timing couldn’t have been better. With the field experts unable to visit dealerships in person, the number of TLL sessions has more than tripled from February to March and is being used once per day on average. The trend has continued into April.

Rather than taking photos and sending them over email, the smartglasses use real-time video to enable the tech team at headquarters to see what the mechanics sees from hundred of miles away. Screenshots, technical bulletins, and directions can be sent to the mechanics that they can view while they’re working on the car.

Dealership technicians have been able to work directly with Porsche’s support team at its U.S. headquarters in Atlanta and also with experts in Germany for more complex vehicle investigation.

 




Volvo Group Delivers Digital Thread Through Lens of Augmented Reality

This is especially true for the Volvo Group, which had a nearly 260,000 order in-takes for trucks in 2018. To adapt to this changing landscape, Volvo is undertaking significant digital transformation and industry 4.0 initiatives, rethinking how it improves its physical processes, products, and people with current and emerging technologies.

The Challenge

Volvo prides itself on strategically differentiating its vehicles on quality and engineering excellence. In today’s rapidly changing market, customization has become the new normal. This presents new quality assurance challenges as product complexity and unique configurations increase in volume and rate of change.

“Volvo’s engines are very sophisticated with 4,500 different engine information variants for just one plant and 13,000 variants for the full plant for referencing,” explains Geoffrey Blanc, Manufacturing Technology Manager at Volvo.

Engine quality control and assurance in Volvo’s manufacturing plants are subject to rigorous quality checks, a task reserved for Volvo’s most experienced technicians. In one plant, each engine requires 40 checks, with 200 possible quality assurance (QA) variants, which must be completed at the QA station in only eight minutes.

Training new operators on these complex inspection procedures takes five weeks, which adds to the overall cost of quality. The laborious process is paper-based, not only creating extraneous cognitive load for the operators, but also mobilizing time and resources to update, print, and distribute QA materials regularly.

Indeed, the challenge is to establish and maintain a consistent data flow and systems connections to create operational efficiency across the value chain. “As we know, the trucking market is subject to significant variations. To us, flexibility in the plants means how fast we can implement new shifts in production to follow the market,” says Bertrand Felix, Manufacturing Innovation and Technology Manager, Volvo Group.

Volvo piloted an incumbent augmented reality (AR) provider to improve engine quality control processes but found the offering incapable of scaling and integrating across applications, processes, and desired use cases.

As they looked at alternate solutions, agile support for the increasing product complexity and custom configurations coming out of engineering and upstream manufacturing processes and scalability across global operations were critical requirements.

Read the full story on PTC’s website – case studies. 




News from The AMRC on supporting the COVID19 pandemic

Protective face shields 3D printed for NHS workers https://www.amrc.co.uk/news/amrc-3d-prints-protective-face-shields-for-nhs-workers Joe Palmer, the Senior Design and Development Engineer who is leading the AMRC’s response, said the team has coordinated its efforts with Sheffield Teaching Hospitals NHS Foundation Trust to ensure visors are being delivered to the local hospitals with the greatest need.

He said: “We know these visors are needed now and not in a few weeks’ time, so we’re really pleased that we were able to get almost 1,000 out of the door by Monday and into the hands of the frontline NHS workers who so desperately need them in order to stay protected as they battle this deadly virus to save lives.

Find out which manufacturers have been involved in the COVID19 ventilator challenge.  As part of the High Value Manufacturing (HVM) Catapult, the University of Sheffield Advanced Manufacturing Research Centre (AMRC) is closely involved in the discussions with Government to step up production of vital medical equipment, such as ventilators.

In addition to the Prime Minister’s briefing, the call has gone out from Government for anyone who supplies ventilator equipment to step forward. There is also a further challenge to the wider engineering and manufacturing community to fast-track a simpler ventilator system. We understand that five design companies, with a medical equipment track record, are now working on five specifications, with clinical input. These specifications will be reviewed by a group at PA Consulting, which is acting as project manager for this challenge. We understand that the five specifications will be down-selected to one or more key contenders. This will then be the opportunity for the engineering community to look at a specification.

Continue reading the story in full.




AR Training Simulator Software 2020 Strategic Assessments – Proximie, Upskill, Imaginate, SimX

AR training simulator software are intended to train users for a certain role in a partially virtual environment. Trainees utilize the augmented reality in these solutions to learn the vital skills needed for a new job. These differ from virtual reality training simulators, as the latter provides training simulations to users in a completely immersive, virtual environment. By integrating 3D images into the real world using a phone or other mobile device with a camera, AR training simulators replicate real-life situations, which makes the learning experience more retainable and engaging.

Market Drivers include increasing Demand for AI-Based Applications.  Growing Interest of the Large Tech Companies in AR Training Simulation.  And thirdly, rising demand in Training and Skill Development by Various Companies to Train Employees for Certain Jobs.

Market Trends include High Adoption Of 3D visualization In Medical Sector and an upsurge in Demand from AI-based Applications in Retail and E-commerce Sector

Restraints revolve around Limited User Interface (UI) Affecting the Navigation Performance of AR Applications

Opportunities include Rising Expenditure in Training Simulation Technology. Technological Advancement and Development in the AR and Rising Adoption of the AI Technology

Current Challenges were found to be Low Adoption Rate due to Privacy Issues and Complexities in the Design and a lack of Skilled Working Professionals

Free Sample Report request link.