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Virtual Reality From Operations Management Perspective_Mosad Saber

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virtual Reality applications in healthcare and other industries
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    Virtual Reality Operations Management Perspective Presented to Prof. Dr. Sameer Allam By Mosad Saber Dalia Ramzy Ashraf Sharaf Mahmoud Abdelhameed DBA_2 nd  year The Faculty of Commerce, Cairo University December 2013  Paper adapted from referenced sources     Virtual Reality    1 C O N T E N T S 1.   PART 1: Basics, Concepts and Technology  ....................................................................... 3   1.1   Introduction to Virtual Reality (VR)  .......................................................................... 3   1.2   What is Virtual Reality  ............................................................................................. 4   1.3   Virtual Reality Concepts and History  ......................................................................... 4   1.4   Why Virtual Reality is needed  .................................................................................. 5   1.5   How Virtual Reality Works  ...................................................................................... 6   1.6   Virtual Reality Technological Systems  ...................................................................... 7   1.6.1    Non-immersive VR   .............................................................................................. 7   1.6.2   Semi-immersive or Augmented VR   ....................................................................... 8   1.6.3   Fully immersive VR   ............................................................................................. 8   1.7   Virtual Reality Tools  ............................................................................................... 8   1.7.1   Input devices  ....................................................................................................... 8   1.7.2   Output devices  ..................................................................................................... 9   2.   PART 2: Virtual Reality applications  .............................................................................. 11   2.1   Virtual Manufacturing  ............................................................................................ 11   2.1.1   Product Design  .................................................................................................. 12   2.1.2   Operation Management  ...................................................................................... 13   2.1.3   Manufacturing processes  .................................................................................... 13   2.2   Virtual reality and logistics  ..................................................................................... 15   2.2.1   Layout Planning and Concept Creation  ................................................................ 15   2.2.2   Production Simulation  ........................................................................................ 16   2.2.3   Training of operators  .......................................................................................... 16   2.2.4   Operational Use  ................................................................................................. 16   2.3   Product Lifecycle Management (PLM)  .................................................................... 17   2.4   Virtual banking  ..................................................................................................... 18   2.5   VR in Healthcare  ................................................................................................... 19   2.6   VR in Education & Training  ................................................................................... 20   2.7   VR in Entertainment  .............................................................................................. 21   2.8   VR in Technology Management  .............................................................................. 22   3.   PART 3: Virtual Reality Case Studies  ............................................................................. 23   3.1   BMW Cars Production  ........................................................................................... 23   3.2   Virtual Training: Invensys clean coal initiative  ......................................................... 26   3.2.1    Neta Bank service in NSGB Bank  ........................................................................ 28   3.2.2   K8E Aircraft system Design  ................................................................................ 30   4.   PART 4: VR Trends and Conclusion  .............................................................................. 31   4.1   VR Trends  ............................................................................................................ 31   4.1.1   Real Virtuality  ................................................................................................... 31     Virtual Reality    2 4.1.2   Articulated Naturally Web (ANW)  ...................................................................... 31   4.1.3   Multidisciplinary design methodology  ................................................................. 32   4.1.4   User-Centered Design (UCD)  .............................................................................. 32   4.1.5   Collaborative Design and Virtual Prototyping  ............................................ 33   4.1.6   Immersive Visual Reality to Evaluate Human Behavior   ......................... 33   4.2   Conclusion ............................................................................................................ 34   5.   References and Bibliography  ......................................................................................... 35     Virtual Reality    3 1.   PART 1: Basics, Concepts and Technology 1.1   Introduction to Virtual Reality (VR) VR is also called cyberspace, virtual environment, simulations, artificial worlds virtual reality and augmented reality. It is a computer-generated reality. The computerized data that are virtual reality take on a “tangible” form allowing people to immerse themselves in this digitized world, and experience the sense of moving, and becoming a part of the program. Within a virtual environment, one can fly, swim, run, walk through buildings and create whatever their minds can think of. In a sense, thoughts can become a digitized reality. The promise of virtual reality has such enormous potential for  businesses from education to government, to entertainment; virtually every form of business is imaginable. (H.Patel and R. Cardinali, 1994) Businesses will be able to realize the potential of virtual reality as it enhances  job performance, training, product design, medical/science, and industrial technologies, and develops creative interactive forms of entertainment. Governments should invest heavily in VR development. Already, some of the industrial giants such as Boeing, NASA, IBM, AT&T, General Motors, BMW, and many others have invested millions on virtual reality developers such as VPL, Fake Space Labs, Virtual Reality Incorporated, Sense8, Simgraphics, and Autodesk. Surely, interaction with 3D graphics is an important element of VR, the significance of VR lies in the nature and structure of the data underlying the graphics. The significance of VR lies in the nature and structure of the data underlying the graphics. The “intelligence”, and attributes of associations between objects in a virtual environment, permits an approximation to the nature and behaviors
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