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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_2nd year

The Faculty of Commerce, Cairo University


December 2013

Paper adapted from referenced sources


CONTENTS
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
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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

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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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of their real-life counterparts.
1.2 What is Virtual Reality
Many definitions are introduced for VR, in a very broad sense, VR is a way of
transporting a person to a reality in which they are not physically present but
seems like they are there.
According to the official encyclopedic definition (2013), virtual reality is the
use of computer modeling and simulation that enables a person to interact with
an artificial three-dimensional (3D) visual
or other sensory environment. VR
applications merge the user in a
computer-generated environment that
simulates reality through the usage of
interactive devices, which send and
receive information as goggles, headsets,
gloves, or body suits. In a typical VR
format, a user wearing a helmet with a
stereoscopic screen views animated images of a simulated environment.
Furthermore, Virtual reality (VR) is a technology, which claims to provide the
ultimate interface between humans and computerized applications based on
real-time, three-dimensional graphical worlds.
1.3 Virtual Reality Concepts and History
In the book The Metaphysics of Virtual Reality, Michael R. Heim identifies
seven different concepts of Virtual Reality: simulation, interaction, artificiality,
immersion, telepresence, full-body immersion, and network communication.
The concept of virtual reality was popularized in mass media by movies such
as Brainstorm (filmed mostly in 1981) and The Lawnmower Man.

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The VR research boom of the 1990s was accompanied by the non-fiction book
Virtual Reality (1991) by Howard Rheingold, Philosophical implications of the
concept of VR are systematically discussed in the book Get Real: A
Philosophical Adventure in Virtual Reality (1998) by Philip Zhai, wherein the
idea of VR is pushed to its logical extreme and ultimate possibility. According
to Zhai, virtual reality could be made to have an ontological status equal to that
of actual reality.
In 1920s vehicle simulators were introduced. In 1966 Tom Furness introduces
a visual flight stimulator for the Air Force. In 1968, Ivan Sutherland, with the
help of his student Bob Sproull, created what is widely considered to be the
first virtual reality and augmented reality (AR) head mounted display (HMD)
system. It was primitive both in terms of user interface and realism, and the
HMD to be worn by the user was so heavy that it had to be suspended from the
ceiling, and the graphics comprising the virtual environment were simple
wireframe model rooms. The formidable appearance of the device inspired its
name, The Sword of Damocles. Also notable among the earlier hypermedia
and virtual reality systems was the Aspen Movie Map, which was created at
MIT in 1977. The key developments in the evolution of VR occurred in the
USA during the 1980s. For example, the Supercockpit Project, VR rst came
to the notice of the public late in 1990. Stone (1995).
1.4 Why Virtual Reality is needed
In the hands of architects, designers, artists, advertisers, engineers and
scientists, virtual reality simulations can be a very powerful tool. Product
design, development, testing, and training potential can take quantum leaps.
The medical industry has been exploring the use of virtual reality in simulation
surgery. The high-resolution display enables surgeons to view the minute
blood vessels in enlarged three-dimensional detail. Stanford Medical School

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and NASA have developed a prototype of a simulated patient so that entire
operations can be performed on virtual patients. New techniques and rare and
intricate operations can be performed and tested. Risk avoidance for a virtual
patient undergoing a new and risky operation will no longer be paramount.
Medical interns will also benefit from operating on virtual patients. Surgeons
would be able to view diseased areas from within the patient. Magnetic
resonance imaging would allow the physicians to view images of any part of
the anatomy from any angle at any depth they choose.
From the above, the VR plays an important role in many applications by
providing the next benefits:
Cost reduction on long term
Achieve remote accessibility and availability
Safe and legal to operate in dangerous environments.
Quality improvements and control
Help in achieving lean manufacturing and 6 Sigma
Time efficiency
Dynamic and transient effects
Communicating good ideas
1.5 How Virtual Reality Works
Different scenarios may be presented to describe how virtual reality works but,
the concept remains the same - using
computer technology to create a
simulated, three-dimensional world that a
user can manipulate and explore while
feeling as if he were in that world.
Scientists, theorists and engineers have
designed dozens of devices and
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applications to achieve this goal. Opinions differ on what exactly constitutes a
true VR experience, but in general, it should include:
Three-dimensional images that appear to be life-sized from the
perspective of the user
The ability to track a user's motions, particularly his head and eye
movements, and correspondingly adjust the images on the user's display
to reflect the change in perspective.
1.6 Virtual Reality Technological Systems
Considering the computer system, Burdea and Coiffet (2003) divide VR
technology into input devices (e.g., trackers, navigation, and gesture interfaces)
and output devices (e.g., graphics, sound, and haptic displays). Thus, from the
human point of view, input devices are activated from user action (e.g., head
motion, body motion, and voice) and output devices activate human senses
(e.g., visual, aural, tactile, proprioceptive). We will define VR technology from
these two flows of information between human and computer. The more inputs
and outputs are complete, the greater the system is immersive. immersion is
also defined by its breadth (e.g., multiple sensory modalities stimulated) and
depth (e.g., resolution with respect to vision). The greater the breadth and
depth, the more immersive is VR. Thus, in VR there is no clear separation
between immersive or not immersive. Nonetheless, for practical reasons, we
will use the Gutirrez, Vexo, and Thalmann (2008) classification of non-
immersive, semi-immersive, and fully immersive.

1.6.1 Non-immersive VR
In a non-immersive VR, desktop computers
and an LCD monitor are often used.
Sometimes, users also wear 3D glasses to
enhance visual depth and create

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stereoscopic effects. Any input device can be used, like a joystick, a trackball,
or a data glove. Biocca and Delaney (1995) refer to these systems as window
systems since the computer screen provides a window or portal onto an
interactive, 3D, virtual world.

1.6.2 Semi-immersive or Augmented VR


In a semi-immersive VR, users are in an
enclosed room where they are surrounded
by large screens that project the VE. Thus,
it is possible to have a large field of view
(FOV) and to use 3D glasses.

1.6.3 Fully immersive VR


Fully immersive VR corresponds to most of
the images of VR represented in social
communication media. The objective is to
completely isolate the user from the real
world. An example of a fully immersive display is the stereoscopic head-
mounted display (HMD) and CAVE (Cave Automatic Virtual Environment )
1.7 Virtual Reality Tools
In order to allow a good interactivity of a VR system, it is necessary to use
interface devices designed to input a users command into the computer and
provide feedback from the simulation to the user through output devices.

1.7.1 Input devices


Such as special gloves, three-dimensional position trackers used in VR allow
measuring of the real-time change in a 3D object position and orientation
(Burdea and Coiffet 2003), for the purpose of view control, locomotion, and
object manipulation. In a VR system, head tracking is crucial for achieving
immersion sensation since its correct tracking depends on the correct

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actualization of the viewer point of view (perspective). If one turns the head
from one side to another, visualization of the VE must be actualized in real
time for the correct perspective. Also, information from the head tracker can
also be used to compute the correct source of 3D sound. Trackers can also be
applied to data gloves and/or data suits to record the movements/positions of
other body parts. Body parts tracked in 3D reality can also be real-time
presented in the avatar in VR.
Several technologies for trackers are available: mechanical, magnetic, optical,
and ultrasonic. The evaluation of each of these technologies should be made
using a set of criteria such as accuracy/precision and resolution (how accurate
is the information given about the location and minimal changes detected by
the system), correspondence/speed of response (the degree of speed with
which the resulting data and the interval with which they are received),
robustness (the capacity to operate in any environment), registration (the
correspondence between the position reported and the current position), and
sociability (the operating range and the ability to track multiple objects).

1.7.2 Output devices


In response to user input, VR equipment gives a sensorial feedback that can
use graphical, sound, haptic, olfactive, and taste output devices. Even though
feedback for all sensorial modalities (cf. Gutirrez, Vexo, and Thalmann 2008)
is possible, here only visual, haptic, and auditive feedback devices will be
analyzed.
1.7.2.1 Visual Feedback
Because of the importance of vision, VR display devices should ensure proper
viewing of the VE and its details. Depending on the kind of task studied,
participants should receive adequate resolution of visual stimuli (colors,
brightness, and adequate representation of motion). In some tasks, when close

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manipulation or objects approach subjects, stereoscopic vision (3D-vision)
could increase the user performance. Visual data should be updated
continuously and instantaneously to reflect the natural movement of the user in
the virtual world. The most common visual devices are VR HMDs, Shutter
Glasses, Passive Glasses/Through the Window, and CAVE.
1.7.2.2 Haptic Feedback
The use of tactile feedback is still poorly supported in common systems.
According to Hirose (1992), the simulated touch can be achieved in various
forms: pins/connectors, mechanical transmissions activated by solenoids
and/or piezoelectric crystal (a modification of the electric fields causes the
expansion and concentration), alloy materials with shape memory technology,
voice coils of high-frequency vibrations transmit low amplitudes in the skin,
various pneumatic systems (air- jets, air-rings, bladders), and heat pumps.
1.7.2.3 Auditive Feedback
In VR, the sound is important to maintain consistency with the real world (e.g.,
objects usually produce sounds) and to give clues containing additional or
redundant information that cannot be transmitted visually. Sounds can also
indicate the presence in the VE of certain elements. Auditory cues can help
lighten the load of the visual scene.

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2. PART 2: Virtual Reality applications
Virtual Reality is often used to describe a wide variety of applications,
commonly associated with its immersive, highly visual, 3D environments. The
development of CAD software, graphics hardware acceleration, head mounted
displays, database gloves and miniaturization have helped popularize the
notion.
The following paragraphs will discuss some VR applications.
Automotive and aerospace industry have taken the lead in applying visual
simulation and Virtual Reality (VR) to their product design, engineering and
marketing processes over the past decade. The initiative for introducing VR is
mostly driven from the design departments. The focus is on functions and
features to achieve the best possible visualization quality, but little to no
attention is given to the aspects of integrating visual simulation into the
product creation process and the IT infrastructure. This is partly because some
creative minds in the design departments tend to consider processes as a
hindrance to their work and not as a supporting factor.
The following paragraphs will present some VR applications.

2.1 Virtual Manufacturing


Virtual manufacturing (VM) is one of the applications of applying VR
technology in manufacturing applications. Virtual manufacturing is defined as
a computer system which is capable of generating information about the
structure, status, and behaviour of a manufacturing system as can be observed
in a real manufacturing environment. The vision of virtual manufacturing is to
provide a capability to manufacture in the computer. That means VM will
provide a modeling and simulation environment so powerful that the
fabrication/assembly of any product, including the associated manufacturing
processes, can be simulated in the computer.

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Virtual reality applications in manufacturing have been classified into three
groups; operations management, manufacturing processes, and design. A brief
description of every group and its relevant subgroups will be provided in the
coming sections.

2.1.1 Product Design


Virtual reality may play very significant role in designing a new product. VR
technology has been applied into two different applications in design; design
and prototyping VR provides a virtual environment for the designers in the
conceptual design stage of designing a new product; the designer could
produce 3D sketch of a product in the virtual environment. At this stage,
functional experimentation of mechanical features such as hinges, assembly,
etc. could be performed to evaluate the conceptual design and modifications
could be made as required. Once the designers are satisfied with their design,
then the design could be detailed to make the necessary modifications. In the
product development process, prototyping is an essential step. Prototypes
represent important features of a product, which are to be investigated,
evaluated, and improved. Virtual prototyping could be used before building the
physical prototype to prove design alternatives, to do engineering analysis,
manufacturing planning, support management decisions, and to get feedback
on a new product from prospective customers. The virtual environment for
prototyping should include.
a) Functionality: the virtual prototype should be clearly defined and
realistically simulated to address product functionality and dynamic
behavior.
b) Human interaction: the human functions involved must be realistically
simulated, or the human must be included in the simulation.
c) Environment: an offline computer simulation of the functions can be

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carried out, or a combination of computer offline and real time
simulation can be carried out.
The backbone of the design process is a simulation model. This simulation
model consists of two elementsan environment database and a technology
database. The environment database contains the set off elements that
represent the world relevant to the product. The technology database contains
the set of technology that might be relevant to the product (i.e. the
technological potential that could be exploited by the product). Both databases
are created and maintained by the designer.1 By means of a VR simulation
system, stakeholders can have lifelike interaction with the contents of both
databases. By means of conguration panels, stakeholders can adapt
parameters of both databases, thus generating candidate designs and test
environments for the candidate designs. The simulation model, the VR
simulation system, and the conguration panels together form the design
environment.

2.1.2 Operation Management


Operations management has been classified into three categories; planning,
simulation and training.
Due to the necessity of a smarter factory planning; Virtual reality is a useful
method to improve the understanding of the plans and to support
interdisciplinary discussions. Virtual reality-based training is the worlds most
advanced method of teaching manufacturing skills and processes to employees.
Using cutting-edge VR technology, training takes place in a realistic, simulated
version of the actual facility, complete with the actions, sights, and sounds of
the plant floor.

2.1.3 Manufacturing processes


Manufacturing processes has been classified into three different areas;

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machining, assembly, and inspection.
2.1.3.1 Machining
Virtual machining mainly deals with cutting processes such as turning, milling,
drilling, and grinding, etc. The VM technology is used to study the factors
affecting the quality, machining time of the material removal process as well
as the relative motion between the tool and the workpiece. University of Bath
in Bath has developed an interactive virtual shop floor containing a three axis
numerical control milling machine and a five axis robot for painting. The user
can mount a workpiece on the milling machine, choose a tool and perform
direct machining operations, such as axial movements or predefined
sequences.
2.1.3.2 Assembly
Virtual assembly is a key component of virtual manufacturing and is defined
as: the use of computer tools to make or assist with assembly-related
engineering decisions through analysis, predictive models, visualization, and
presentation of data without realization of the product or support processes. In
assembly work VM is mainly used to investigate the assembly processes, the
mechanical and physical characteristics of the equipment and tooling, the
interrelation among different parts and factors affecting the quality based on
modeling and simulation. Virtual reality can be used for assembly/disassembly
operations. For example, can a human worker assemble a part or a component?
And then can the part be disassembled for service and maintenance at latter
stages? Other questions need to be addressed, too: is it difficult or easy to
assemble/ disassemble a part? How long does it take? How stressful is it in
terms of ergonomics? Is there enough room for tools?
2.1.3.3 Inspection
Virtual inspection makes use of the VM technology to model and simulate the

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inspection process, and the physical and mechanical properties of the
inspection equipment. This aims at studying the inspection methodologies,
collision detection, inspection plan, factors affecting the accuracy of the
inspection process, etc.

2.2 Virtual reality and logistics


Logistics is the process of planning, implementing and control of cost effective
processing of materials. In logistics, the adjustment of time, place and capacity
plays a central role. Insight in dependency and risks is essential for high
quality decisions.
The benefits of using virtual reality for modelling logistics systems are
significant:
Cost
Repeatability
Control over the time base
Legality and safety
Dynamic and transient effects
Non-standard distributions
Interaction of random events
Fosters creative attitudes
Promotes total solutions
Makes people think
Communicating good ideas
The fields of interest for virtual reality in Logistics would be:

2.2.1 Layout Planning and Concept Creation


3D visualization tools are needed to improve communication in concurrent
engineering teams. In this step the facility floor space needs and production

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principle is verified. Logistic solutions can be evaluated also. Quick modelling
is a benefit here.

2.2.2 Production Simulation


The aims usually are to test and verify plans, check the material flow routing
and control principle, verify the buffer size and location and search for
bottlenecks. The data should be real production data if available, or data from
similar products or variants in the same product family. This is an iterative
analysis, the engineers should return back to cell level studies, if some
parameter need more detail study, for example cycle time need to be shorter.
One of the main requirements here is a validated simulation model. Flexible,
parametric model building is an advantage.

2.2.3 Training of operators


The emulation and simulation model is a great tool for training of operators;
the system parameters can be studied with the simulation model. The software
training with the real data can be done and this speeds up the ramp-up phase. If
the control software has been integrated with the simulation model, the
operators have the same user interface as in the real life and the simulation
gives an holistic view to the manufacturing system.

2.2.4 Operational Use


While some models are used to plan and design, other models are used in the
day-to-day operation of manufacturing facilities. These as build models
provide manufacturers with the ability to evaluate the capacity of the system
for new orders, unforeseen events such as equipment downtime and changes in
operations. Some operations models also provide schedules that manufacturers
can use to run their facilities. Simulation can complement other planning and
scheduling systems to validate plans and confirm schedules. Before taking a
new order from a customer, a simulation model can show when the order will

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be completed and hoe taking the new order will affect other orders in the
facility. Simulation can be used to augment the tasks of planers and schedulers
to run the operation with better efficiency.

2.3 Product Lifecycle Management (PLM)


Over the past decade companies have made major investments into virtual
reality tools in product design, engineering and marketing, but the focus has
been on the technology and the features of hard- and software.
Usually, the design department will require standardized, neutral environments
to be able to qualify a products design without distraction by environmental
influences of color and light. Standardization of the environments is also
important in order to have a visual reference to a known physical environment.
There is no way to judge the dimensions of a new product as long as it is
isolated on a computer screen or power wall. Only when positioned into a
familiar environment the size becomes visible. As example, for household
appliance manufacturers, these environments will typically be standard and
high-end European, Asian or American kitchens, each of which gives a
different impression of a products design.
On the other hand, the requirements for VR scenes from the marketing
departments will be quite different. Marketing managers want to have their
products featured in very emotional environments, reflecting the life style in
the regions they sell to. Also, they have the need to automatically and 100%
correctly configure the different products with all the different options for each
region from their ERP system. Then place the virtual product into the
environment of choice and produce images, animations and movies for the
different sales and marketing media.
All of this needs to be automated to the maximum extent to avoid manual work
for repetitive jobs and free up time for creative tasks.

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The core technologies behind the described process are:
o A dedicated VR data model being developed in the PLM system, which
allows the VR specific data to be administrated in the PLM backbone
with all the base technology of the PLM system like workflow support,
revision control, update management, access rights control,
collaboration and conferencing. The users can choose to access the data
via graphical user interfaces, configured to the specific needs of each
department, via thin clients, rich clients.

o Very innovative VR software which is open to be integrated into the


described process via an API and which fully supports automated
workflows for the creation of a virtual product and the rendering of
images and movies.

2.4 Virtual banking


Virtual banking is defined as the provision of banking services via means other
than traditional physical branches. Currently, virtual banking exists in the
forms of ATM, phone banking, home banking and Internet banking.
Understanding people's adoption intention of virtual banking can help financial
institutions to formulate appropriate marketing strategies for new forms of
banking. A direct-banking entity that provides its services primarily through
Internet-based infrastructure. Customer services, such as depositing,
withdrawals, and money transfers are facilitated through a network of
compatible technologies such as automated teller machines, computer and
mobile phone check scanning, and online account management.
And this is an example for a virtual bank which offering many banking
services with law cost and international account

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Minimum Payment
Multi currency account Manage
requirement methods

International Account
2,500, Phone
2,500, Visa debit card (All currencies) /$/ Internet
$3,500
Free international transfers: send and receive money internationally for free. No monthly
fee charged if minimum monthly balance of 2,500/2,500/$3,500 is maintained.

(Recipient and Corresponding Banks abroad may charge a fee for receiving payments.)
2.5 VR in Healthcare
There are several practical VR application in the medical industry including
training, surgery, diagnostics and rehabilitation. VR visualization
particularly creates new possibilities for future doctors to perfect their life-
saving skills. virtual reality simulators are becoming the training method of
choice in medical schools. Unlike textbook examples, virtual reality
simulations allow users to view the anatomy from a wide range of angles
and "fly through" organs to examine bodies from the inside. The experience
can be highly interactive, allowing students to strip away the various layers
of tissues and muscles to examine each organ individually. Unlike
cadavers, virtual reality models enable the user to perform a procedure
countless times VR images can help guide surgeons during conventional
surgery and allow them to practice complex procedures even before they
enter the operating room.

D
u
e

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the fragile nature of the human body haptic feedback is equally as important
(if not more) as visual feedback in medical VR applications. Augmented
reality is the tool of choice for performing computer aided surgeries where
computer generated imagery help to guide the surgeon during the procedure
and provide vital additional data. Researchers are also investigating the
possibility of remote operations using both VR and robotics: Use of
medical robotics in concert with VR may allow surgeons to perform
procedures using techniques that combine the advantages of minimally
invasive surgery with the direct visualization and physical simplicity of
open-chest surgery. Immersive VR is also being used more and more
frequently for rehabilitation purposes and the treatment of anxiety disorders
or phobias.

2.6 VR in Education & Training


Some of the most effective applications of VR are in the field of
education and training. Different kinds of VR simulators have been developed
to safely train people for real-life situations. Airplane pilots train extensively
on VR simulators before they take the
controls of a real plane. In addition to
flight simulators virtual reality is also used
to simulate combat situations, sea
navigation, space exploration, truck
driving, fire fighting, medical surgeries
etc. Simulators used for education and
training provide a more detailed virtual environment and are more
complex than those used for entertainment purposes. This also makes
training simulators a lot more expensive. The military has been one of the
more avid users of VR simulators and thanks to extensive research

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funding has aided development of this technology. One of the more
recent innovations for VR simulators is the VirtuSphere which enables
unrestricted physical movement in a virtual world. The VirtuSphere platform
consists of a large hollow sphere that sits on top of a base and allows the
sphere to rotate 360 degrees. Wearing a wireless, head-mounted display,
users can step inside the sphere to fully interact in immersive virtual
environments. The VirtuSphere enables 6 degrees of freedom one can
move in any direction; walk, jump.

2.7 VR in Entertainment
The entertainment industry was one of the first to utilize virtual reality
technology in real-world applications and it has probably produced the
most hype about the technology. The idea of entering an immersive
virtual environment where anything is
possible gives game designers a whole
new dimension to work with. It can make
games look and feel more like the real
thing which is for many gamers the
ultimate goal. VR gaming systems in theme
parks and arcades on the other hand are
quite popular. The most typical VR gaming
systems in arcades are simulators where
the user is sitting inside a physical model of
a car or plane cockpit and is using its
controls to manipulate its virtual counterpart
in a virtual environment projected onto
screens or viewed through a HMD. Additional feedback is often provided
through hydraulic motion. There are also combat simulators where two or

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more people interact with each other in a virtual world. Theme parks
often employ VR systems for virtual reality motions rides.

2.8 VR in Technology Management


VR plays an important role in Information and Communications Technology
(ICT) management. It introduces the most efficient, cost effective and reliable
virtual management to hardware and software resources of companies.
Organizations can benefit from Virtual Machine software in many innovative
methods. Hard disks or storages, processing power, platforms, and software
applications can be multiplied virtually. VR help technology managers to
achieve there goals easily with minimum cost and physical resources. One of
the most important VR software is the VMware that used to generate working
simulated and interactive technological environment.

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3. PART 3: Virtual Reality Case Studies
Nowadays, Virtual reality is well known for its use in many fields and
industries. Virtual reality enrich this fields with innovative solutions that
provide easy, cost efficient and error free design and testing.

3.1 BMW Cars Production


Virtual reality used by the BMW Group from the initial development of design
concepts all the way to planning production processes is a most efficient and
innovative simulation technology.
Consistent use of such computer-aided
simulation was one of the technical
prerequisites for the BMW Group in
shortening the development period required
for a new model from 6 years in the past to
just 2 1/2 years today. A car becomes
virtual reality. In order to test new vehicle
designs and concepts, the VR engineer takes data saved in the computer and
calculates the first 3D model on this basis. In the process the computer
subdivides the vehicle into a multitude of triangles referred to as polygons. In
other words, the computer superimposes a virtual network describing the
geometry of the vehicle on to the underlying design and configuration. Then
specific colors and surface features are allocated to the individual components
according to their actual characteristics and properties.The last step, finally, is
to present the highly realistic result to the observer in real time from individual
angles and perspectives.

Virtual Reality 23
Super computer and Co.
Sophisticated and highly
specialized software is required
in order to use and capitalize on
all options.And indeed, immense
computer power lurks within the
ultra-heavy special glass
powerwall at the Virtual Reality
Centre (VRC) in BMWs Research and Innovation Centre as shown.
Virtual dummies help to save lives
VR plays a particularly important role in safety research, allowing the user to
simulate processes which would be too expensive or dangerous to test in
reality. Even before BMW builds a new car the first time, it has already been
crashed at least 100 times in all kinds of ways in the virtual world. The
computer takes 2 4 days to simulate a head-on collision against a wall,
operating day and night in the process and subdividing the tenth of a second in
actual the impact into increments each lasting just a thousandth of a second.
This creates a kind of silent movie with the car pushing against the wall in
millimeters and being deformed so gently in the process as if it were made of
plastilin.
This procedure saves a lot of time, since a real prototype car costs up to
three-quarters of a million Euro. By comparison, a computer crash of the
type described costs only about Euro 400.-, despite the long computer time
required. So although development engineers building a new model require
more than1000 virtual test runs, this process is still significantly less expensive
than one single real-life test. A further advantage of simulated tests is that the

Virtual Reality 24
engineer can check out different variants without the risk of harming human
health or damaging material. Real-life safety tests are nevertheless still
required by law in order to verify the reliability and accuracy of computer
calculations.
The virtual factory
BMWs production specialists now design entire press shops and paintwork
facilities in virtual space, presenting and assessing, say, every body panel as
well as the tools required for its production in their original size .Engineers in
Planning, Development and Production use virtual reality to see how the sheet
metal is drawn over and shaped by the virtual tool. Such simulation models are
indeed ideal for ongoing analysis and improvement of body panels without
having to build elaborate models. Different colors are used to characterize the
thickness of the sheet metal tested, enabling the engineer to optimize possibly
critical points step by step.

Application of VR by BMW

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3.2 Virtual Training: Invensys clean coal initiative
(How Invensys Technology helped with Training Clean-coal Power Plant
Operators)
Invensys Operations Management has implemented an operator training
simulator for the US department of energy (DOE) using its SimSci-Esscor
Eyesim virtual reality training system. The technology, which is designed for
use in integrated gasification combined cycle (IGCC) power plants with carbon
capture, has been implemented at the US National Energy Technology
Laboratory's (NETL) advanced virtual energy simulation training and research
(AVESTAR) centre in Morgantown, West Virginia.
Eyesim technology uses 3-D virtual reality simulation to help train power plant
control room and field operators. Wearing a stereoscopic headset, IGCC field
operators are immersed in a virtual environment with the ability to move
throughout the plant, coordinating their activities with control room operators
and interacting as if they were in the actual facility.
The technology is also integrated with plant operating models, built on
Invensys' SimSci-Esscor Dynsim dynamic simulation software, so actions
taken by a field operator affect the plant's process, and actions performed in
the control room change the information visible to the field operator.
Interactive animations respond and react to the actions of plant personnel,
illustrating how various pieces of equipment operate under different scenarios
and conditions. Field and control room operators can therefore learn to
collaborate and perform as a team.
"Training IGCC operators requires us to simulate the chemical process of coal-
gasification with CO2, capture together with combined-cycle power
generation," said Stephen Zitney, director of NETIs AVESTAR centre. "We

Virtual Reality 26
can simulate almost any operating scenario, including disturbances,
malfunctions and emergency shutdowns. We can even train operators on
different coal and biomass feed stocks.
"The developments we've accomplished and the technology we've installed at
the AVESTAR Center show the growing viability of IGCC power plants and
indicate the growing demand for a well-trained workforce."
The US energy information administration estimates that the US has enough
coal to last more than 200 years, but plants that continue to use conventional
fossil fuel technologies will emit unacceptable levels of CO, and other
pollutants.
IGCC with carbon capture offers an environmentally friendly alternative by
capturing 90% of the CO, produced by traditional fossil-fuel burning
processes, while at the same time reducing sulphur, mercury and other NOx
emissions.
The IGCC process is said to have a lower environmental impact than other
coal-burning processes, but it is also extremely complex and requires skillfully
trained personnel to operate what is effectively both a chemical processing
plant and a power plant.
"Our EYESIM immersive training system makes the theoretical and
conceptual side of training more realistic and tangible by allowing operators
and trainees to become familiar with the layout of the physical plant and how it
will operate under almost any condition," said Tobias Scheele, vice president,
advanced applications, Invensys Operations Management.
"The solution combines stereoscopic 360 views with collision effects, sounds,
lighting and weather conditions to give the plant operator a realistic
walkthrough environment and simulated hands-on experience with the plant's
physical operation, helping plant personnel improve operations excellence."

Virtual Reality 27
A separate Eyesim virtual reality training system will be installed and
commissioned at West Virginia University in Morgantown for student
education and simulator training as part of assigned course work.

3.2.1 Neta Bank service in NSGB Bank


NSGB is one of the largest private banks operating in Egypt. Established in
1978, NSGB is one of the top Egyptian Banks serving more than 600 thousand
clients through 4200 banking professionals.
Which succeed in having the customer acceptance and preference among the
similar services in other banks which help customers to manage their accounts
on the Web and access their bank accounts anywhere round the clock .
NetaBank is the latest electronic banking service allowing the customers to
access their bank accounts, monitor them and make transfers through the
internet, done in total confidentiality secured by unique user ID and password.
Advances in electronic banking technology have created novel ways of
handling daily banking affairs, especially via the online banking channel.,
NSGB Investigates online banking (NetaBank) acceptance in the light of the
technology acceptance model (TAM), which is leveraged into the online
environment. On the basis of a focus group interview with banking
professionals, they develop a model indicating online-banking acceptance
among private banking customers in Egypt. The model was tested with a
survey sample. The findings indicate that perceived usefulness and
information on online banking on the Web site were the main factors
influencing online-banking acceptance. And according to that they design and
adjust the Neta Bank service so they continue in offering Neta Bank and
design its features & benefits according to researches and the customer needs
as follow
Benefits:
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Convenience: From anywhere in the world
Simplicity: It is a friendly-user site that enables customers to monitor
account(s) and make transfers.
Security & Privacy: All transactions are done in total confidentiality,
secured by the customers password.
Reduced Tariff: Enjoy 50% discount on Swift & commission charges.
General Features:
Make internal fund transfers between the customers own accounts.
Make internal fund transfers to pre-defined the bank beneficiaries
accounts by specifying them in the subscription application or by
visiting the branch afterward.
Make external fund transfers to other accounts at any other bank inside
or outside Egypt by filling in Neta2 application with a transferring
limit of EGP 10,000 units by default; whereas customer can increase or
decrease this limit whenever he/she needs. The other accounts should be
clearly specified by the customer in Neta2 application and approved
by the branch.
For both internal & external transfers, the customer has unlimited
number of beneficiaries.
View detailed accounts transactions for the last 60 days.
Settle the credit card dues.
Charge the bank internet card.
Inquire about the account(s) and credit card(s) balances and movements.
Download account statements for reconciliation purposes.
Check time deposit(s) and their maturity dates (TD(s) are added to the
customers NetaBank account by his/her request).
Order a cheque book to be collected from the customers branch.

Virtual Reality 29
Set an appointment with branch.
Stop payment of cheques (takes 2 days to be processed on the branch
level).
Request to reset PIN number.
Send e-mails to the bank.

3.2.2 K8E Aircraft system Design


K8E is an Egyptian- Chinese advanced trainer aircraft project, the design,
testing and manufacturing processes developed using CAD/CAM applications.
The Unigraphics and Teamcenter software packages are used to ensure the
cross-functional teamwork efficiency and effectiveness. Through these
software applications all design teams (Avionics, aerodynamics, Engine,
power plant, structure, etc) can easily design, modify, add remove parts in an
interactive way with the virtual model of aircraft. Any modifications from any
related team is appeared to other teams. The assembly process supported with
motion simulation module to test the conflict among movable mechanical parts
during testing.
The most advantages of VR in this project explored in armament design and
related fire control system. Modification of weapon types such as missile or
bombs can be simulated on the system and also can be tested in a very
environmental simulated conditions.
On the other hand, flight simulator of K8E presents a very professional
training tool for fighters.

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4. PART 4: VR Trends and Conclusion

4.1 VR Trends
4.1.1 Real Virtuality
It is Virtual Reality Technology that Let user See, Hear, Smell, Taste and
Touch through mobile Virtual Cocoon as shown. Scientists from the
Universities of York and Warwick now believe they have been able to pinpoint
the necessary expertise to make this possible, in a
project called 'Towards Real Virtuality'.
'Real Virtuality' is a term coined by the project
team to highlight their aim of providing a 'real'
experience in which all senses are stimulated in
such a way that the user has a fully immersive
perceptual experience, during which he cannot tell
whether or not it is real.
There has been considerable public debate on
health & safety as well as on ethical issues surrounding Real Virtuality, since
this kind of technology fundamentally involves immersing users in virtual
environments that separate them from the real world.

4.1.2 Articulated Naturally Web (ANW)


The mobile phone has evolved from it's humble beginnings as a voice
communication device to become a mobile computer with capabilities for
human-digital interaction yet to be realised. Modern smartphones have
fast mobile processors, cameras, accelerometers and GPS. These have
created the opportunity for the web to evolve and the mobile phone to
become the portal to this new web, the Articulated Naturality Web.
The smartphone becomes the window to this world of information where
it's meant to be and displayed in a way that makes intuitive sense to

Virtual Reality 31
the user. Augmented reality applications make this possible however many
applications still lack the naturality of interaction. ARticulated
Naturality is focused on bridging the gap.
ANW technology services include video scene feature identification,
image processing, multi-sensor coordination, real-time positioning,
wireless access, media information, digital publication, entertainment
and other fields of augmented reality. The combination of these
components coupled with the Internet and mobile Internet technology will
form an emerging industry.

4.1.3 Multidisciplinary design methodology


In order to allow a better cooperation of experts during the design process, we
propose a multidisciplinary global design methodology. The objective is to
involve experts specialized in various aspects of the product such as aesthetics,
ergonomics and mechanics. Thus, the collaboration between these experts is
particularly difficult in the convergence steps and often results in complex
adjustments. (Gal Guerlesquin et al, 2012).
The virtual reality provide more flexible and reliable solution involving all
interested parties through design process. The aim is to increase profits by
optimizing the process in accordance with the quality-cost- delay triad that left
out the final-user needs and wants.

4.1.4 User-Centered Design (UCD)


VR has been successfully used for diverse purposes, but its use for consumer
product design, particularly the adoption of a UCD approach, has not yet been
put into common use. Nonetheless, as stated by Davies (2004), VR
environments, or VEs can be used for everything in design, from visualization
and presentation of ideas to interactive design and brain- storming, and from
concept design to final product specification.

Virtual Reality 32
The adoption of a UCD approach can help designers avoid the majority of
usability problems. The UCD approach is characterized by involving the users
in the design process in an iterative cycle of analysis, design, and evaluation
followed by redesign if necessary until the optimal solution is found. This
iterative process will allow a better knowledge of user capabilities, needs, and
expectations as well as their goals and the tasks required for achieving such
goals. Furthermore, through this approach it is also possible to gather
knowledge about the physical and social environments where the product
usage will take place. The literature on user involvement in the design process
is broad and known ad Early User Involvement (EUI)

4.1.5 Collaborative Design and Virtual Prototyping


Considering the current trend toward globalization and the need for
geographically distributed product development and manufacturing, some
projects might benefit from the possibility of having several experts and
designers working on the same product and in the same environment at the
same time. Often, new product concepts emerge from communications
between participants in a design process. Computers could play an important
role in the design process by providing support to the designers creative
thinking, facilitating communication and the negotiation process to achieve a
compromise between different design perspectives.
The computer can also log the most relevant aspects of the design process and
transmit such information to all involved in the process, providing a full track
that allows understanding of the entire design sequence. However, because of
the lack of human contact involved in internet- based procedures, creativity
can be diluted.

4.1.6 Immersive Visual Reality to Evaluate Human Behavior


Important aspect that becomes possible with the use of VR, is the simulation of

Virtual Reality 33
a situation that exhibits an incorrect user behavior that could result in an
accident. For example, being able to simulate the process of a user opening the
stove while cooking. This behavior could cause burns to the user. With the
analysis it is possible to identify equipment failure and problems in the task of
cooking food and give important information to the design team for equipment
modifications. The interactive process cycle combining the user evaluation
results with the product changes leads to an improvement of the user interface
concept to a level of acceptable quality. By using VR, this process will be easy
to accomplish due to the possibility of changing the technological consumer
product interface characteristics and also measuring the necessary conditions
to promote almost like natural human behaviors during the interaction.

4.2 Conclusion
Although VR is one of the most important technology but it has some
drawbacks. VR and its modeling database and programing take time, effort,
and money to implement.
People may experience a feeling of a loss of reality and a feeling of isolation as
they interact with an artificial world, instead of a real world with real people.
Despite these disadvantages, the benefits of using virtual reality far
compensate them. It is a force that everyone needs to know about and be able
to use. It becomes a dominant force in all industries. In order to fully utilize
this technology people will have to become as familiar with it as they are with
the Internet.

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5. References and Bibliography

G. Burdea and P. Coiffet, Virtual Reality Technology, Second Edition, Wiley, New
Jersey, 2003.

Gal Guerlesquin et al.(2012) virtual reality as a multidisciplinary convergence tool


in the product design process systemics, cybernetics and informatics volume 10 -
number 1.

Gutirrez, M.A., Vexo, F., and Thalmann, D. 2008. Stepping Into Virtual Reality.
Lausanne: Springer.

Hahn, J. (2012) Mobile augmented reality applications for library services, New
Library World, Vol. 113 No. 9/10, pp. 429-438

H.Patel and R. Cardinali (1994) Management Decision, Vol. 32 No. 7, 1994, pp. 5-12
MCB University Press Limited, 0025-1747

Liau, S., Shao, Y., Wang, H., & Chen, A. (1999). The adoption of virtual banking: an
empirical study. International Journal of Information Management, 19, pp. 63-74.

Patel, H., & Cardinali, R., (1994). Virtual Reality Technology in Business.
Management Decision, 32 (7), pp. 5-12

Q. Peng Virtual reality technology in product design and manufacturing,


Department of Mechanical and Manufacturing Engineering, University of Manitoba,
Winnipeg, MB, R3T, 5V6, Canada

Stone, R.J., The Reality of Virtual reality, World Class Design to Manufacture
Volume 2 Number 4 1995 pp. 1117 MCB University Press ISSN 1352-
3074

http://imaginendless.blogspot.com/2010/11/articulated-naturality-web-wiki-11.html

http://www.bmweducation.co.uk/publications/design-technology-manufacturing

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http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality.htm

http://www.geom.uiuc.edu/docs/forum/vr/

http://www.allfreeessays.com/topics/advantages-and-disadvantages-of-virtual-
reality/0

http://www.exampleessays.com/essay_search/disadvantages_virtual.html

http://en.wikipedia.org/wiki/Virtual_reality

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