Șef. Lucr.dr. ing. Ion Eugen Ganea Iulie 2017 CRAIOVA ii UNIVERSITATEA DIN CRAIOVA FACULTATEA DE AUTOMATICĂ, CALCULATOARE ȘI ELECTRONICĂ… [615413]
UNIVERSITATEA DIN CRAIOVA
FACULTATEA DE AUTOMATICĂ, CALCULATOARE ȘI
ELECTRONICĂ
DEPARTAMENTUL DE CALCULATOARE ȘI TEHNOLOGIA
INFORMAȚIEI
PROIECT DE DIPLOMĂ
Marian Terxinius Georgescu
COORDONATOR ȘTIINȚIFI C
Șef. Lucr.dr. ing. Ion Eugen Ganea
Iulie 2017
CRAIOVA
ii
UNIVERSITATEA DIN CRAIOVA
FACULTATEA DE AUTOMATICĂ, CALCULATOARE ȘI
ELECTRONICĂ
DEPARTAMENTUL DE CALCULATOARE ȘI TEHNOLOGIA
INFORMAȚIEI
SAFETY VR (VIRTUAL REALITY) GLASSES SIMULATOR
Marian Terxinius Georgescu
COORDO NATOR ȘTIINȚIFIC
Șef. Lucr.dr. ing. Ion Eugen Ganea
Iulie 2017
CRAIOVA
iii
„Învățătura este o comoară care își urmează stăpânul pretutindeni .”
Proverb popular
iv
DECLARAȚIE DE ORIGINALITATE
Subsemnatul , Marian Terxinius Georgescu , student: [anonimizat], Calculatoare și Electronică a Universit ății din Craiova,
certific prin prezenta că am luat la cunoșt ință de cele prezentate mai jos și că î mi asum, în ace st
context, originalita tea proiectului meu de licență :
cu titlul Safety VR (Virtual Reality) glasses simulator ,
coordonată de Șef. Lucr. dr. ing. Ion Eugen Ganea ,
prezentată în sesiunea Iulie 2017 .
La elaborarea proiectului de licență, se consideră plag iat una dintre următoarele acțiuni:
reproducerea exactă a cuvintelor unui alt autor, dintr -o altă lucrare, în limba română sau prin
traducere dintr -o altă limbă, dacă se omit ghilimele și referința precisă,
redarea cu alte cuvinte, reformularea prin cuvi nte proprii sau rezumarea ideilor din alte
lucrări , dacă nu se indică sursa bibliografică,
prezentarea unor date experimentale obținute sau a unor aplicații realizate de alți autori fără
menționarea corectă a acestor surse,
însușirea totală sau parțială a unei lucrări în care regulile de mai sus sunt respectate, dar care
are alt autor.
Pentru evitarea acest or situații neplăcute se recomandă:
plasarea într e ghilimele a citatelor directe și indicarea referinței într -o listă corespunzătoare la
sfărșitul lu crării,
indicarea în text a reformulării unei idei, opinii sau teorii și corespunzător în lista de referințe
a sursei originale de la care s -a făcut preluarea,
precizarea sursei de la care s -au preluat date experimentale, descrieri tehnice, figuri, imagi ni,
statistici, tabele et caetera ,
precizarea referințelor poate fi omisă dacă se folosesc informații sau teorii arhicunoscute, a
căror paternitate este unanim cunoscută și acceptată.
Data , Semnătura candidat: [anonimizat] ,
v
UNIVERSITATEA DIN CRA IOVA
Facultatea de Automatică, Calculatoare și Electronică
Departamentul de Calculatoare și Tehnologia Informației
Aprobat la data de
…………………
Șef de departament,
Prof. dr. ing.
Marius BREZOVAN
PROIECTUL DE DIPLOMĂ
Numele și prenumele student: [anonimizat]/ -ei:
Georgescu Marian Terxinius
Enunțul temei:
Safety VR (Virtual Reality) Glasses Simulator
Datele de pornire:
Training with safety stand
Virtual Reality (VR) Glasses
Conținutul proiectului :
Chapter 1 – Introduction
Chapter 2 – Safety In structions
Chapter 3 – Virtual Reality
Chapter 4 – Safety VR Glasses Simulator
Chapter 5 – Conclusion
Material grafic obligatoriu:
360 degrees pictures, 360 degrees videos
Consultații:
Lunare
Conducătorul științific
(titlul, nume și prenume, semn ătura): Șef. Lucr.dr. ing. Ion Eugen Ganea ,
Data eliberării temei:
Termenul estimat de predare a
proiectului :
Data predării proiectului de către
student și semnătura acestuia:
vi
UNIVERSITATEA DIN CRAIOVA
Facultatea de Automatică, Calculatoar e și Electronică
Departamentul de Calculatoare și Tehnologia Informației
REFERATUL CONDUCĂTORULUI ȘTIINȚIFIC
Numele și prenumele candida tului/ -ei:
Specializarea: Calculatoare cu predare în limba engleză
Titlul proiectului : Safety VR (Virtual Reali ty) glasses simulator
Locația în care s -a realizat practica de
documentare (se bifează una sau mai
multe din opțiunile din dreapta): În facultate □
În producție □
În cercetare □
Altă locație:
În colaborare cu firma FORD Româ nia S.A
În urma analizei lucrării candidatului au fost constatate următoarele:
Nivelul documentării Insuficient
□ Satisfăcător
□ Bine
□ Foarte bine
□
Tipul proiectului Cercetare
□ Proiectare
□ Realizare
practică □ Altul
□
Aparatul ma tematic utilizat Simplu
□ Mediu
□ Complex
□ Absent
□
Utilitate Contract de
cercetare □ Cercetare
internă □ Utilare
□ Altul
□
Redactarea lucrării Insuficient
□ Satisfăcător
□ Bine
□ Foarte bine
□
Partea grafică, desene Insuficient ă
□ Satisfăcătoare
□ Bună
□ Foarte bună
□
Realizarea
practică Contribuția autorului Insuficientă
□ Satisfăcătoare
□ Mare
□ Foarte mare
□
Complexitatea
temei Simplă
□ Medie
□ Mare
□ Complexă
□
Analiza cerințelor Insuficient
□ Satisfăcător
□ Bine
□ Foarte bine
□
Arhitectura Simplă Medie Mare Complexă
vii
□ □ □ □
Întocmirea
specificațiilor
funcționale Insuficientă
□ Satisfăcătoare
□ Bună
□ Foarte bună
□
Implementarea Insuficientă
□ Satisfăcătoare
□ Bună
□ Foarte bună
□
Testarea Insuficientă
□ Satisfăcătoare
□ Bună
□ Foarte bună
□
Funcționarea Da
□ Parțială
□ Nu
□
Rezultate experimentale Experiment propriu
□ Preluare din bibliografie
□
Bibliografie Cărți
Reviste
Articole
Referințe web
Comentarii
și
observații
În concluzie, se propune:
ADMITEREA PROIECTULUI
□ RESPINGEREA PROIECTULUI
□
Data, Semnătura conducătorului științific,
viii
SUMMARY OF THE PROJECT
My project is an application for smart phone , which will allow training the users about the
safety standards, to simulate via VR glasses in the real situation in the real world, to transform in VR
the most important and relevant safety single point lessons.
The deployment with VR glasses allows communication between user and work protection
instructor so they can simulate a real situation and learn how to deal in this case. The user learns how
to act in different situations such us fire, earthquake, inundation, electrocution.
This application is means less time spent, because you do not have to go for example in a
company to see the possible dangers, they will appear in front of your eyes.
Also in this application we will use pictures with the positiv e/negative things that you can do
in the company or video clips at 360 degrees which offers you a better visualization angle.
With the 360 degrees, the video clip can be so real because you can see so close to you the
dangers and you will think that you ar e the person involved in the action.
The main goal is that this license project it is not used only in IT company, but in the others
company because each of them needs to train the employees about safety standards.
Keywords:
1. Virtual Reality ;
2. 360 Pictures and Videos ;
3. Glasses VR ;
4. Safety standards ;
5. Ford Romania S.A company ;
ix
ACKNOWLEDGEMENTS
I would like to thank to Ford Ro mania SA company , espeacially to Mister Costi Cîrciumaru,
project coordinator within the company, for the oppor tunity offered, to take part in developing
projects that use modern t echnology, for trust and advice s offered throughout the practical training.
At the same ti me, I would like to thank the entire IT department for proven availability,
especially for my supervisor, Lenuța Dumbravă, but also for Mr. Bogdan Enache and Florin Ninel
Nicolae for helping me test the application, being always available to provide constr uctive counseling
to improve certain aspects of the application, but also the project colleague, Bianca Stefu, for the user
interface, the graphics of the application .
I also thank to Mister Șef. Lucr. dr. ing. Ion Eugen Ganea , for all the support given , also,
for the opportunity to transform the project into a bachelor's work for trust, gui dance, counseling and
availability offered during this period. Not in the last round, I would like to thank all of the academics
who have contributed to my training as a future engineer during these four years.
Thank you very much!
x
Contents
CHAPTER 1 – INTRODUCTION ………………………….. ………………………….. ………………………….. …….. 1
1.1 PURPOSE ………………………….. ………………………….. ………………………….. ………………………….. .. 2
1.2 MOTIVATION ………………………….. ………………………….. ………………………….. ……………………… 2
CHAPTER 2 – SAFETY INTRUCTIONS ………………………….. ………………………….. ……………………. 4
2.1 TERMS AND DEFINITIONS ………………………….. ………………………….. ………………………….. …….. 5
2.2 SAFETY INSTRUCTIONS AT FORD ROMANIA S.A COMPANY ………………………….. ………………. 6
2.2.1 Overview of the organization ………………………….. ………………………….. ………………………… 6
2.2.2 Ford România S.A Organigram ………………………….. ………………………….. ……………………. 8
2.3 SAFETY AT WORK ………………………….. ………………………….. ………………………….. ……………….. 9
CHAPTER 3 – VIRTUAL REALITY ………………………….. ………………………….. ………………………… 13
3.1 TERMS AND DEFINITIONS ………………………….. ………………………….. ………………………….. …… 14
3.2 VIRTUAL REALITY (VR) OVERLAY ON THE REAL WORLD ………………………….. ……………….. 18
3.3 VIRTUAL REALITY (VR) IN MANUFACTURING AUTOMOBILE ENGINEERING ………………….. 22
3.3.1 Virtual Reality ( VR) at Ford Motor Company ………………………….. ………………………….. .. 25
3.3.2 Virtual Reality laboratories ………………………….. ………………………….. …………………………. 29
3.4 VIRTUAL REALITY GLASSES ………………………….. ………………………….. ………………………….. . 30
CHAPTER 4 – SAFETY VR GL ASSES SIMULATOR ………………………….. ………………………….. … 36
4.1 DESCRIPTION ………………………….. ………………………….. ………………………….. ……………………. 37
4.2 OBJECTIVES ………………………….. ………………………….. ………………………….. ……………………… 39
4.3 GOAL ………………………….. ………………………….. ………………………….. ………………………….. ….. 41
4.4 DEVELOPMENT ENVIRONMENT ………………………….. ………………………….. ……………………….. 42
4.5 TESTS AND EVALUATION ………………………….. ………………………….. ………………………….. ……. 49
CHAPTER 5 CONCLUSION S ………………………….. ………………………….. ………………………….. ………. 51
BIBLIOGRAPHY ………………………….. ………………………….. ………………………….. ………………………… 53
xi
List of F igures
FIGURE 1 SAFETY INSTRUCTIONS SYMBOL I N FORD ROMANIA S.A COMPANY ………………………….. …… 6
FIGURE 2 FORD B-MAX UTOMOBILE ………………………….. ………………………….. ………………………….. …… 7
FIGURE 3 FORD ROMANIA S.A ORGANIGRAM ………………………….. ………………………….. …………………… 8
FIGURE 4 SAFETY AT WORK ………………………….. ………………………….. ………………………….. ……………… 10
FIGURE 5 VIVE TRACKER , ATTACHED TO GLOVE AN D BAT ………………………….. ………………………….. .. 15
FIGUR E 6 ZEISS ONE VR ONE PLUS ………………………….. ………………………….. ………………………….. ….. 16
FIGURE 7 DAQRI SMART GLASSES ………………………….. ………………………….. ………………………….. …….. 17
FIGURE 8 VR COURSES ………………………….. ………………………….. ………………………….. …………………….. 18
FIGURE 9 SAFETY TRAINING ON OIL RIGS ………………………….. ………………………….. ………………………. 19
FIGURE 10 BRITISH ARMY RECRUITING ………………………….. ………………………….. …………………………. 19
FIGURE 11 GERMAN RAILROADS RECRUITING ………………………….. ………………………….. ………………… 20
FIGURE 12 VIRTUAL TRAVELLING EXPERIENCE ………………………….. ………………………….. ………………. 21
FIGURE 13 VIRTUAL REALITY STUDIO BERGENBIER ………………………….. ………………………….. ………… 22
FIGURE 14 AUGMENTED REALITY PROJECTIONS ………………………….. ………………………….. …………….. 23
FIGURE 15 TOYOTA DISTRACTED DRIVING SIMULATOR ………………………….. ………………………….. …… 24
FIGURE 17 FORD'S IMMERSIVE VEHICLE ENVIRONMENT ………………………….. ………………………….. ….. 25
FIGURE 16 APPLICATIONS THAT USE AUGMENTED REALITY ………………………….. …………………………. 25
FIGURE 18 MARKETING CAMPAIGN ………………………….. ………………………….. ………………………….. …… 26
FIGURE 19 REAR VISIBILITY & REFLECTION AND GLARE ………………………….. ………………………….. …. 27
FIGURE 20 FORD MOTOR COMPANY TEAM ………………………….. ………………………….. …………………….. 27
FIGURE 21 FORD EMPLOYEE SOLLERS RUSIA ………………………….. ………………………….. ………………… 28
FIGURE 22 FIVE LABORATORIES ………………………….. ………………………….. ………………………….. ………. 30
FIGURE 23 VIRTUAL REALITY GLASS ES ………………………….. ………………………….. ………………………….. 31
FIGURE 24 GOOGLE CARDBOARD ………………………….. ………………………….. ………………………….. ……… 32
FIGURE 25 PROJECT ALLOY ………………………….. ………………………….. ………………………….. ……………… 34
FIGURE 26 REALSENSE HARDWARE ………………………….. ………………………….. ………………………….. ….. 34
FIGURE 27 EXTERNAL SIDE VIEW OF VR/AR METAL TURNING ………………………….. ………………………. 35
FIGURE 28 SAFETY VR APPLICATION ………………………….. ………………………….. ………………………….. … 37
FIGURE 29 360 DEGREES VIDEO ………………………….. ………………………….. ………………………….. ………… 38
FIGURE 30 VIRTUAL REALITY APPLICATION ………………………….. ………………………….. …………………… 39
FIGURE 31 SETTINGS AND CONFIGUR ATION THE VR GLASSES ………………………….. ……………………….. 40
FIGURE 32 REDUCE TRAINING TIME ………………………….. ………………………….. ………………………….. ….. 41
FIGURE 33 SAFETY TRAINI NG ………………………….. ………………………….. ………………………….. …………… 41
xii
FIGURE 34 EMPLOYEE FORD ………………………….. ………………………….. ………………………….. …………….. 42
FIGURE 35 DEVELOPMENT ENVIRONMENT ………………………….. ………………………….. ……………………… 42
FIGURE 36 USER INTERFAC ………………………….. ………………………….. ………………………….. ………………. 43
FIGURE 37 SOURCE CODE ………………………….. ………………………….. ………………………….. ………………… 44
FIGURE 38 HARDWARE TOOL ………………………….. ………………………….. ………………………….. …………… 45
FIGURE 39 SOFTWARE TOOL ………………………….. ………………………….. ………………………….. …………….. 45
FIGURE 40 ORIGINAL IMAGE 360 CAMERA ………………………….. ………………………….. ……………………… 46
FIGURE 41 360 VIDEO CONCEPT ………………………….. ………………………….. ………………………….. ……….. 47
FIGURE 42 360 CAMERA FLY ………………………….. ………………………….. ………………………….. ……………. 48
FIGURE 43 SCRRENSHOT 1 ………………………….. ………………………….. ………………………….. ……………….. 49
FIGURE 44 SCREENSHOT 2 ………………………….. ………………………….. ………………………….. ……………….. 49
FIGURE 45 SCREEN SHOT 3 ………………………….. ………………………….. ………………………….. ……………….. 50
FIGURE 46 SCREEN SHOT 4 ………………………….. ………………………….. ………………………….. ……………….. 50
FIGURE 47 FORD ROMANIA SA MOTTO ………………………….. ………………………….. ………………………….. 52
xiii
List of A cronyms
2D- Two-dimensional;
3D- Three Dimensions or Three -Dimensional ;
A.R- Augmented Reality ;
CD- Compact Disc;
ECPL – Energy Control and Power Lockout (safety engineering) ;
GUI -Graphical User Interface ;
I.T- Information Technology;
MB-Megabyte;
S.A- Corporation, in romanian language: „Societate pe Acțiuni”;
UI-User Interface ;
VR-Virtual Reality;
Chapter 1 – INTRODUCTION
2
1.1 Purpose
Creation of the VR (Virtual Reality) application will allow users to see and understand safety
rules in the plant and office also to reflect “real world” and the consequences of not respecting safety
rules, procedures in the company.
Develo pment of VR (Virtual Reality) application is similar to any programming environment
on the mobile phones application, the main difference is the setting and configuration of the VR
(Virtual Reality) glasses with smartphone.
The main objectives that I want to follow in this project for a successful application and for
test it with virtual reality glasses are:
1. Searching the information that I need about the functionality of the glasses.
2. Get friendly with a virtual reality environment;
3. Installation and configu ration of the hardware tool and software tool;
4. Preparation of the content ( 3D pictures, 360 video degrees);
5. Setting the configuration between my smartphone with virtual reality glasses.
When this important settings and documentation have been made I will start the realization
of application. The major contributions of this application are:
1. Reduce number of work related accidents;
2. Reduce training time and the training more effective,
simulating real examples;
3. Work safety will become more interesting and attractive;
4. The application can be globalized, it can be exported in other Ford Factories;
5. The application can be used as a template to develop other routes.
1.2 Motivation
The motivation for choosing this theme for my diploma license it is represented by the
technology that this project uses .I am thinking of my parents ' generation, which for them all these
means a common thing, without important too big, not having a useful and important purpose of these
gadgets. But let us not forget however that thi s technology has helped and has developed some very
important areas, such as medicine, agriculture, trade, tourism, automotive, railway, naval, etc.
Today, the most fashionable and my favorite gadget is VR glasses. Virtual reality (VR) refers
to computer t echnologies that use software to generate the realistic images, sounds and other
sensations that replicate a real environment (or create an imaginary setting), and simulate a user's
physical presence in this environment.
3
For a better understanding of th is theme and for quick familiarization with technical elements
and languages that a good engineer needs to know, I have structured this work in five major chapters,
in which I tried to achieve a uniform vision in a continuing expansion and modernization.
Chapter 1 -Introduction This is the first chapter of the Bachelor's degree, which guides you
to the theme of the project, its purpose and its consequences.
Chapter 2-Safety Instructions This is the second chapter of the Bachelor's degree, which
starts with a brief definition of the terms of the safety category, continuing with the safety standards
of Ford Romania SA.
Chapter 3-Virtual Reality This is the third chapter of the bachelor's degree, which contains
at first definitions and terms of virtual realit ies and after virtual reality overlay on the real world,
virtual reality in manufacturing automobile engineering, virtual reality at Ford Motor Company,
virtual reality laboratories, and virtual reality glasses.
Chapter 4-Safety VR (Virtual Reality) Glass es Simulator This is the most important
chapter because it refers to the theme of my project. Which includes description, objectives, the goal,
development environment, software tools and hardware tools.
Chapter 5 -Conclusion This is the last chapter which contains the end of the bachelor’s
degree.
4
Chapter 2 – Safety intructions
5
2.1 Terms and definitions
The following are the most important terms specific to Safety and Health at Work . This terms
are: safety an d health at w ork, event, work accident, mild accident, a ccident causing temporary
incapacity to work (ITM) , invalidity a ccident (INV) , deadly a ccident (D) ,collective accident,traffic
accident.
Safety and Health at Work represents the ensemble of insti tutionalized activities aiming at
ensuring the best conditions for the work process, the protection of life, physical and mental integrity,
the health of workers and other persons i nvolved in the work process.
Event representes the accident that caused t he death or injuries of the body, produced during
the work process or in the performance of his / her duties, the person's missing person's situation or
the route or traffic accident, in the conditions in which the persons involved were involved, the
dange rous incident , As well as the case of occupational illne ss or related to the profession.
Work Accident represents v iolent injury of the body as well as acute professional
intoxication occurring during work or in the performance of work duties and causin g temporary
incapacity for work of at least three calendar days, invalidity or death.
Mild accident representes event that results in superficial injuries requiring only first medical
care and incapacity to work less than three days.
Accident causing te mporary incapacity to work (ITM) representes accident causing temporary
incapacity for work of at least three consecutive calendar days, confirmed by medical certificate;
Invalidity Accident (INV) representes an accident that produces invalidity confirme d by a
decision to be classified as a disability, iss ued by law enforcement agencies.
Deadly Accident (D) representes accident resulting in the death of the victim, confirmed
immediately or after a period o f time, based on a forensic act.
Collective acci dent representes accident involving at least three people at the same time and
for the same cause, at the same event;
Traffic accident representes traffic accident on the public roads or road traffic, if the injured
person is in the performance of his / her duties.
Since 1 October 2006, new legislation in the field of occupational safety and health has come
into force in Romania, harmonized with the European directives in the field.
These definitions are in accordance with health and safety legislation , specifically the
following laws :
1. Law no. 319 of July 14, 2006 on safety and health at work, modified by Law no.51 /
19.03.2012 ;
2. Law no. 187 / 24.10.2012 on safety and health at work;
6
3. Government Decision no. 1425 of 11 October 2006 approving the Methodol ogical Norms for
the application of the provisions of the Law on Safety and Health at Work no. 319/2006,
modified by H.G. no. 955/2010, H.G. nr. 1242/2011 and H.G. No 767 / 19.10.2016
2.2 Safety Instructions at Ford Romania S.A company
This project is develop ed in collaboration with the Ford Romania S.A company (Figure 1). So
safety instruction s are for accompanied visitors, Ford employees, contractors, and other external
personnel.
Figure 1 Safety Instructions symbol in Ford Romani a S.A company
2.2.1 Overview of the organization
Ford Romania S.A is a Vehicle and Propulsion Plant. Ford operates on six continents, with 67
businesses and a total of 171,000 employees. In 2014, Ford sold 6.3 million vehicles, generating
revenue of $ 144 billi on, with a profit of $ 6.3 billion. Ford ranks fifth in the world among automakers
and is also the world's fifth -largest automaker.
Ford Motor Company, founded in 1903, began its relations with Romania in 1928, when
Andrei Popovici, secretary of the Roma nian Legation in Washington, awarded Henry Ford a high
order of the Royal House as a "benefactor of humanity for the development of the indust ry, Of social
and international relations ".
In 1931, Ford opens a sales firm in Romania, and a year later, in 19 32, the Romanian
Government communicates to the Ford subsidiary in England (which owns the Romanian firm) the
availability to open an assembly line in Bucharest.
As a result of this invitation, in 1935, Ford acquired a land in the Floreasca district of
Bucharest, where it built a modern factory equipped with the first operational installation line in
Eastern Europe and over 100 workers who could assemble e ach year 2,500 cars and trucks.
In 2008, Ford Romania SA took control of the share of SC Automobile S A Craiova (74.2%)
and in 2013 it acquired full ownership of the main production capacities. Relations with the
7
Government of Romania refer to improvements in the infrastructure near the factory, the construction
of 6 km of the road that connects with the s outhern part of Craiova, and 100 km of the highway
between Pite ști and Craiova.
After 2008, compared to previous years, Ford Romania SA's car production capacity
increased by about 2.4 times to 300,000 units and the production of engines increased from 200,000 to
350,000 units. In 2012, the production of the B -Max an d the 1.0L Fox Ecoboost engine will start, and
in April 2013 the production of the 1.5L Sigma Ecoboost engine will start. The main customers of the
Fox engine are Ford's factories in Romania, Spain, Turkey, Mexico, the United States, Thailand and
China.
On March 21, 2008, Ford officially took over Automobile Craiova, promising an investment
of $ 700 million over four years and employing 9,000 people.
In January 2010, Ford made a € 400 million loan from the European Investment Bank,
guaranteed by the Romanian state at 80%. The loan will be used to co -finance a development project
for a low carbon engine and subsequent production at the Craiova plant.
Automobile production at the Ford plant in Craiova began on 8 September 2009, but at a very
low pace, with about 10 cars a day, producing by the end of 2009 approximately 1,000 units . In the
fall of the same year, Ford is producing a new car model called t he Ford B -MAX (Fig ure. 2) Ford B –
MAX has been specially designed for the contemporary driver who takes full advantage of all the
possibilities of a modern life. Although it is a compact car, the ingenious access system in the
passenger compartment gives yo u a 1.5 meter opening to a spacious, refined and premium interior.
Alongside the unique design, the B -MAX has a wealth of technologies that make driving a real
pleasure, a simple and effective thing.
Figure 2 Ford B -Max utomobile
8
For example, the Active City Stop system reduces the risk or consequences of a collision with
the vehicle in the front, in slow traffic conditions, automatically activating the brakes in your place as
needed. With Ford SYNC® you control your music and phone with simple voice commands –
SYNC® can even re ad your messages through the car speakers – all so you can drive your way and
your hands on the wheel. And the revolutionary 1.0 -liter EcoBoost petrol engine produces the power
of a conventional 1.6 -liter engine but delivers the best in class consumption.
The Ford plant in Craiova launched in 2012 the new B -Max monovolum with a starting price
of 13,400 Euros. The car is available in three versions – Ambiente, Trend, Titanium – and three
gasoline and two diesel engines. The basic price of 13,400 euros is av ailable for the Ambiente variant,
while Trend has a starting price of 14,150 euros and the Titanium price of 16,150 euros. Ford will
increase the production rate for the B -Max from March, from 250 cars per day to 280 units.
Craiova will produce from the a utumn of 2017 the small EcoSport SUV. This decision could
prove to be the breath of fresh air that the factory had been waiting for, especially when the Romanian
state extended the deal with Ford. Under this amendment, Americans are forced to invest at lea st 130
million euros by 2019 at the Craiova plant, and by the end of 2025, it will have to produce 810,000
cars and 1.5 million engines.
2.2.2 Ford România S.A Organigram
The organizational structure of Ford is illustrated in the following image (Figure 3) . Craiova
Plant Organization is composed the next following departament : Finance, Quality, Central
Maintenance, IT, HR, Safety/Security Fire, Stamping/Body, Paint, Purchasing and President Plant
Manager.
Figure 3 Ford Romania S.A Organigram
9
Of the departments presented in the orga nizational chart, the one for which we have shown
greater interest is the IT department. The organizational structure of this department is a hierarchical
one, in which each employee is subordinated to a single hierarchical head. A total of 55 servers are
used in the company, each with its specific type of use and its own applications. They serve to execute
a specific program beneficial to each department.
2.3 Safety at work
In this chapter are presented the most important rules of safety at work (Figure 4) . This rules
in enumerated in the following:
When walking on foot, use only sidewalks, pedestrian walkways and marked pedestrian
crossings.
Stop before crossing or entering a moving vehicle area.
Do not assume passage priority! Vehicle operators may have a l imited field of view in certain
situations.
Make eye contact with the approaching vehicle operator.
Make sure the vehicle operator noticed your intention to travel. Communicate verbally or
through signs with the operator.
Carefully and carefully walk in ar eas where industrial vehicles work and observe the surface
you are going (for unevenness, pits, water, ice, snow or other dangerous conditions).
Keep a distance of at least 1 meter from any moving vehicle.
Restricted areas or "red areas" (marked with a bro ken red line) are only used by authorized
persons who will wear a reflective vest.
Do not stay between a vehicle and a fixed object or structure;
Cross over only where there are authorized crossings;
Do not run – go all the time;
Do not skip the obstacles; Bypass them or move them if possible;
Pedestrian access will only be made on pedestrian doors!;
Always use balustrades where they exist.
Obey all applicable traffic regulations on public roads.
Using mobile phones, smoking, eating or drinking while drivin g is strictly forbidden!
The mobile phone can only be used with built -in hands -free systems.
Always use the seat belt while driving (including rear seat passengers).
During the factory traffic, the cars will have their headlamps turned on (short beams or
daytime running lights)
10
Workers will wear the protective footwear all the time in the production areas and other work
areas (exceptions with approval from the Safety Department)
PPE(Personal Protection Equipment) shall be in accordance with the work area
specifications, sections or according to the details of the risk assessment and work
instructions
Pay attention to information boards and security signage!
Wearing the required protective equipment is mandatory for all workers, regardless of the
activity be ing carried out.
Inputs on site, work area production areas: information panels with necessary site data, PPE
required, emergency procedures, evacuation plan, documentation (working method, risk
assessment), warning signs, etc.
Depending on the purpose of the activities carried out, further training is required for:
Working with dangerous equipment and products; High -risk work (eg demolition, work at
height, enclosed spaces, work with fire, etc.);Maintenance, revision and repair work where
energy control an d isolation is required (ECPL);
Figure 4 Safety at work
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According to Ford employee, Adrian Burada, at 19 -23 October 2015 – Craiova Plant Safety
Events Initiative conference:
“Each year, the Ford of Europe/MEA safety calendar includes organizing a special Safety
Week. The theme of each event is decided based on the safety statistics, trends and other factors
dictating needs and it is usually built around Pedestrian Safety aspects.
Craiova Plant is usually organizing these events in October and th e schedule for each one of
them includes:
Preparation of the week’s agenda, including the selection of a main theme based on safe ty
metrics, trends, reports etc;
Management (LL6+) briefing on the agenda and actions to be organized and open discussion
on co ntent;
Communication of the event to the entire employee population via plant manager letter and
posters pos ted at entrances and rest areas;
Safety flyers on various themes available aro und the shops and in rest areas;
Management teams present at the gates and main entrances in the morning greeting people
and coaching on pedestrian safe behavior ;
Special stand -downs;
Safety walks in all areas;
Different safety exercises (ex. “Seat on a FLT” in MPL or other FLT zones);
Collecting Data ;
Briefing employees on the results via safety bulletin;
R&R sessions.
Out of the will to involve employees as much as possible into the activities, starting October
2014 a special stand -down was implemented in one of the first days of each event. The process works
as follows:
Given the theme of the week (pedestrian safety, safe behavior, safe environment etc.) a
checklist with questions and a script is developed by the Safety Dept. The purpose of the
checklist is to generate team discussions on the safety subject ;
The checklist and script are then distributed down to process coach level via LL6+
management ;
A stand -down is them organized in all plant areas, where all employees sit down with their
team leaders and process coaches and based on the list and script provided discuss o n safety
aspects related to their work place. Management is always present on shop floor, coaching
and discussing with people moving from location to location during the activities.
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Each team and individual are then given the opportunity that, during the remaining of the
week, based on the discussions, propose safety improvement ideas or corrective actions.The ideas are
collected by the process coach, analyzed with the management and then implemented as applicable by
raising an APT (Accident Prevention Te chnique) form or a GPA action where appropriate. Work
plans are prepared in order to follow -up on the actions.The best ideas are selected and rewarded in
regular R&R (reward and recognition) sessions.This process proved to be a real success, each time
gene rating a considerable number of valid improvement ideas which were later implemented. Three
such events were organized since present time:
October 2014 – Pedestrians Safety Week: over 200 valid improvement ideas were raised, the
majority of them highlight ing the same issues related to:
Main road (Henry Ford) traffic and crossings
Employee parking and access to the plant
Pedestrian crossings necessary inside the plant
Narrow pedestrian/vehicle aisles in some areas
Improper vehicle and trolley parking both o utside and inside the shops.
With the feedback received from the people, a set of corrective actions was identified and
implemented in order to eliminate or significantly reduce the risks. Activities such as relocation or
additional crossings, aisles, sid ewalks were carried out in all plant areas.
February 2015 – General Workplace Safety Day: organised after a line rebalancing process in
order to increase personnel focus on line changes. Over 3000 safety improvement ideas were
generated by employees. Most of the safety suggestions were actioned and solved immediately; others
were grouped together and a total of 327 improvements requiring small infrastructure or equipment
changes were addressed in the coming weeks – this meaning 327 potential accident risks eliminated or
reduced in Craiova VO and PTO.
October 2015 – Safe Behaviour Safety Week: over 700 negative behaviour aspects raised by
people and a total of 250 behaviour improvement ideas were raised amongst which:
Use a dummy to simulate entrance in rob ot cell without ECPL.
Workshops on safety related items organized with medical team to show effects/consequences
of not wearing PPE or disobeying safety rules (ex. hearing conservation).
More signs to be posted (explicit) in order to draw attention on risk s
Installation of cameras in certain locations to monitor compliance with safety rules (ex.
parking, waste collecting area)
Analyze shortcuts and install safe walkways rather than asking people to use the existing.
More info on incidents, accidents, and co nsequences of not obeying safety rules in posters,
clips, movies – look for strong messages like on cigarettes packs. “
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Chapter 3 – Virtual Reality
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3.1 Terms and definitions
Virtual Reality (VR) is an artificial environment that is cre ated with software and presented to
the user in such a way that the user suspends disbelief and accepts it as a real environment.
Mark Zuckerberg, founder of the social network “Facebook” defined VR: “Virtual reality
was once the dream of science fiction . But the internet was also once a dream, and so were computers
and smartphones. The future is coming.”
Encyclopedia “Wikipedia” defines VR is a computer tec hnology that replicates an
environment, real or imagined, and simulates a user’s physical and envi ronment to allow for user
interaction. The key technologies are autonomy (head tracking, body input, intelligent systems),
interaction (user input devices), presence (graphics, audio, multisensory output, multisensory displays,
visual, audio, haptic, olfac tory, etc).
The most common and used terms I have added to the glossary, and they are: VR (Virtual
Reality), phone VR, AR (Augmented Reality), Mixed Reality, Smart Eyewear, Project Tango, Google
Daydream.
VR (Virtual Reality) represents technology wher e the user’s view of the real world is replaced
with a computer generated one.
Phone VR represented VR (Virtual Reality) devices that are worn on the head but contain no
screen or processor; instead requiring a smart phone to be mounted inside.
AR (Aug mented Reality) represents technology that overlay’s computer generated
information and graphics overtop of the user’s view of the world. Think Pokémon Go.
Mixed Reality represented technology that falls firmly between AR (Augmented Reality and
VR (Virtu al Reality).
Smart Eyewear represents AR (Augmented Reality) and Mixed Reality devices that are meant
to be worn like a pair of regular glasses. Currently a very enterprise focused market.
Project Tango represents developed by Google, Tango is a series of 3 camera’s that allow a
device to measure its surrounding and make that spatial data available to apps.
Google Daydream represents a marketplace and measure of standards meant to standardize
the VR experience across all Android platforms.
According to Ford employee, Kevin Ure and attendee of CES (The International Consumer
Electronics Show) 2017 – Virtual and Augmented Reality conference:
“In the world of high -end VR, Vive stole the show this year. While Oculus, who was
mysteriously absent, is trying to catch up to the Vive with their Oculus Touch, HTC is forging ahead
with the Vive Tracker (Figure 5), a device which you can mount to objects to turn them into motion
15
controllers of sorts. At the convention they had them attached to gloves, baseball bats , fire hoses, and
fake rifles. The trackers have no buttons or the like on them, so they work fine for something like a
bat, but the rifle needed additional hardware to determine when it was meant to fire. The gloves were
able to track the position of the hand but nothing more.
Figure 5 Vive Tracker, attached to glove and bat
Enter the Fingo by uSens; a compact tracking device reminiscent of Microsoft Kinect
technology. In the Fingo demo, users were able to rummage around a vi rtual room interacting with all
of the objects inside it using only their bare hands. The device has impressive claims of accuracy and
field of view, and a modest price tag of $100. TPCast showed off a set of devices that attach to the top
and back of the Vive as well as to the hosting computer and provide a VR tether -less experience. HTC
teased a wireless version of the Vive as well.
In the phone VR space there were several products to mount phones to heads, and a handful
of devices that were implementing Google Tango or Daydream but a few products managed to stand
out from the crowd. The Asus Zenfone AR is currently the only device to support both Tango and
Daydream, meaning it can be used for VR applications that need to be spatially aware. At a base
levelthis could allow applications to warn users who are about to bump into objects or walls but it also
allows for applications that further blur the lines between AR and VR.
The ZEISS VR One Plus headset (Figure 6) is a phone as a display headset that not only has
mounting brackets to fit nearly every modern smart phone on the market but it also features a
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translucent front visor which would allow a device such as the Zenfone AR’s Tango cameras to
operate while mounted.
In the smart eyew ear space, we got to see some iteration on previous designs. ODG continues
to increase power, field of view, and battery life while reducing weight and size with their R8 and R9
products, which are customer and enterprise targeted respectively. Vuzix also refined their monocular
display with the M300, which sports a much better camera and screen than its predecessor. A
common theme in AR this year was minimization a and consumerization. DAQRI showed off their
DAQRI Smart Glasses, which run the same software as their manufacturing targeted hardhat but are
the size of a VR headset, hoping that the smaller form factor may be of use in the office. Lumus
showed off a prototype called the DK -45 Sleek which was barely larger than a regular pair of glasses
but provi ded a monocular display across the right eye. Vuzix had two products to match: the
monocular M3000 and the binocular AR3000 Blade .
All three products project into a lens that looks very much like a regular prescription lens
instead of some second screen or prism hiding behind a tinted visor. The result is a very slick and
consumer -friendly looking computing device that the manufacturers hope people could envision
themselves wearing down the street. As for the phone/tablet AR, several devices were seen spo rting
the Google Tango camera systems.
While applied demos of the system were limited, it is nevertheless poised to bring great
advancement to handheld AR which as of now suffers from the lack of spatial awareness that devices
such as the HoloLens achiev e. Figure 6 Zeiss One VR One Plus
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Figure 7 Daqri Smart Glasses
Some noteworthy advancements in AR/VR software were on display at CES as well. A
product called Holocube used a decently sized cube covered in markings as an interactable anchor
point that the sys tem would render over. The result was a virtual object that people could tangibly
manipulate and explore. Their demo showed it containing a 3D gravity -based puzzle game, as well as
possible educational uses. In its place, the system would render a skull or a heart and display
information beside it based on which angle the object was being viewed from (i.e., “this is the right
ventricle, it contacts to pump blood…”). Another interesting product was an app called SketchAR. It
allows users to overlay an image they wish to trace on a blank piece of paper. What made it unique is
that it did not require any anchors or calibration angles to be used. Instead it used the known
dimensions and color of the paper to programmatically calibrate itself based on interpretat ion of what
the camera was seeing on the table.
In VR there is a clear focus on making the virtual world more interactable. In the coming
months, expect to see more and more ways for people to interact with the virtual world in ways that
are natural to u s. AR, on the other hand, will continue to focus on the form and style of their products.
There will only truly be an AR market once they find the intersection of comfort, use, and style. So
why were the some CES attendees unimpressed? It could be that, as one reviewer put it, the hype has
outpaced the technology, but the real reason may be that augmented reality is finally becoming a
commonplace idea. Like any groundbreaking technology, it made a huge splash when it was first
introduced a few years ago, bu t now that it’s had a few years to prove that it’s not a wild fantasy,
advancements in the field are becoming more and more mundane. That’s a good thing; consumer
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shock was the reason that Google Glass was ultimately shut down. Maybe we are finally approac hing
wide spread acceptance of this new technology . “
3.2 Virtual Reality (VR) overlay on the real world
The virtual reality world has gradually expanded to include IT, games, automotive, naval, rail
and medical industries. This has been a success due to the fact that with the help of VR these areas
have grown financially but have also attracted more clients from their side.
VR is as close to real life as possible(Figure 8), including rational text, 2d courses (rational,
emotional) and VR courses (totally im mersive).
Figure 8 VR courses
In the following are ilustrated the most companies which used VR. Safety Training on Oil Rigs
Frank’s International – an industry leader in casing, installing and distributing oilfield tubulars – is
using virtual reality training to recreate teachable situations on oil rigs(Figure 9). The goal is to lower
the dangers when working with heavy machinery and lower fatality rate.
When you have workers who have never been on an offshore platform, they don ’t know what
to expect,” said Skyra Rideaux, spokesperson for Louisiana Immersive Technologies Enterprise
(LITE) – a company that creates virtual reality gaming software. “We create a virtual environment for
them where they actually get to see what a rig looks like and what they’ll be doing,” she
added.Frank’s International – an industry leader in casing, installing and distributing oilfield tubulars
is experimenting with virtual reality training and hired LITE to develop software programs that
recreate teachable situations on oil rigs.There are dangers when working with heavy machinery and
virtual reality training can help, according to the company’s communication director Josh Grodin.
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Figure 9 Safety Training on Oil Rigs
In Australia, AGL Energy Limited uses VR technology during the Welcome Day for
inducting new employees and windfarms). Show the team stand -up meeting. Such training gives new
workers a taste of life at the company. It shows the facilities. Plan to shoot dron e footage of the plants
(hydro operations and windfarms ).The world’s first VR recruitment experience by The British Army.
Potential recruits (at Waterloo station) could drive the Challenger II tank. The latest developments in
360 content production showed the thrill and excitement of serving in the forces from a first person
POV and drove an increase in applications to join the Army Reserves (+65%) and enroll in officer
training programs.
Figure 10 British Army Recruiting
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In Ger many, Deutsche Bahn uses VR technology to aid in recruitment. Prospective
employees look at the train depot inspection, at the engineering work on the railroad. 360 -degree
video. They are given the chance to experience the job before they apply, helping to give the company
an edge in a competitive market.
Virtual reality goggles allow candidates to experience what it is like to drive into a train depot
and inspect the underside of a train (Figure 11). The company is able to use the technology to give
candi dates the experience of driving into a train depot and inspecting the underside of one its flagship
320kph Intercity Express trains.
“We have had overwhelmingly positive feedback. The press coverage was great. We will
definitely produce more insights and more films,” she tells Computer Weekly.
The company has plans to bring virtual reality headsets into schools to allow children to
experience what it is like to work as a train engineer. The technology could also help job candidates to
feel less nervous wh ile they are waiting for an interview, says Wagner.
The key to a successful virtual reality film is to work out precisely what you want to show
and to brief the film crew carefully, but the films were not expensive or difficult to make, according to
Wagne r.“We were working with a young film crew. It was low budget compared to the money we
spend on employee branding. It was produced very quickly, in two days,” she says.
Wagner believes virtual reality will not only appeal to young people, but will also hel p older
employees by showing them what their future workplace looks like and potentially introducing them
to their future teams .
Figure 11 German Railroads Recruiting
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Marriott creates virtual travelling experience from London to Hawaii A marketing case, but
similar mechanics can be used for training. 1. VR Postcards are available to Marriott guests. They
follow 3 tourists in mountains of Chile, ice cream shop in Rwand a, busy streets of Beijing. (Figure
12)Virtual -reality trave l has existed for a number of years, but I’ve found it to be a sterile, devoid of
life, without sensory interaction, and, frankly, a little fake. So when I got a chance to preview the
Teleporter yesterday at the New York Marriott Marquis in Times Square, I was skeptical. But I can
tell you now, after spending two minutes in the Teleporter pod wearing an Oculus Rift DK2 head set,
yesterday I was in London.
Marriott is taking travelers far beyond their rooms with the hotel’s new “Virtual Travel
Teleporter,” w hich sends guests to global vacation hotspots like London or Hawaii via the Oculus Rift
VR headset and a sensations booth for a full “4D” experience.Guests don the VR headset inside a
phone booth -esque chamber, which simulates sensations such as smell, moi sture, wind and heat while
the Oculus displays a first -person video feed of places including the top of London’s Tower 42, an
upscale bar or a Hawaiian Beach. The teleporter will be touring eight Marriott Hotels in Atlanta,
Boston, Dallas, Washington, D.C. , New York and California as part of the chain’s “Travel Brilliantly”
campaign, according to Mashable.
Figure 12 Virtual Travelling Experience
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And in our country, Romania, virtual reality has been very successful. Already in small steps
was the large game companies, and not only the beer factories opted to this world of the VR.
For example, two of the best known beer brands , “Bergenbier” and “Beck’s” have created
their own VR applications that they offer to fans to test them . At the Virtual Reality Studio invitation
and 2 activ e PR we watched in real -time, through a Live VR system, the press conferences of the
Romania -Denmark match.
All this was possible thanks to “Bergenbier “the official sponsor of the national football team
of Romania.
Figure 13 Virtual Reality Studio Bergenbier
I have honored my invitation with sports journalists who have conquered themselves just as
easily as the immersive experience that VRs have produced. We commented on during the event and I
realized that almost for us all t he sensation was the immersion in another reality where you can have
360 degrees of freedom and you can choose the direction from which Collect the information.
3.3 Virtual Reality ( VR) In Manufacturing Automobile Engineering
Both VR (Virtual Reality and AR (Augmented Reality) have conquered the automotive
industry. Using augmented reality technology during the design stage of car -making allows
manufacturers to be creative and design concept models with minimum cost. This means many
variants can be shown, mo dified and assessed during the early phases thus reducing the time and cost
required for the overall process. For example, Volkswagen uses spatial augmented reality to project
virtual data on to real vehicle design models thus allowing the analyses of comp onents straight away.
This saves time and costs required in product development because designs can be accepted or
rejected without having to produce a physical prototype .
23
BMW service engineers wear head -mounted displays whilst working on cars and augment ed
reality projections instruct them how to proceed an d what tools to use (Figure 13) . This can help train
staff or act as a best practice guide to follow, particularly when working on more obscure,
complicated or high value vehicles. With augmented realit y, mechanics have all the information at
their disposal, precisely where they need it: in the workshop, at the vehicle.
Figure 14 Augmented Reality Projections
Once again MINI is leading the way when it comes to integrating AR into the driving
experience with the development of MINI Augmented Vision, glasses (that can communicate with the
car itself) that the driver wears both inside and outside of the car. Using see -through technology (an
electronic display allowing users to see what is shown on a glass screen while still being able to see
through it), the glasses sho w relevant information in the driver's direct field of vision but without
concealing other road users, thereby serving to increase safety while driving. Standard HUD
information displays on the glasses as well as other features such as walking directions f rom your
current location to your car as well as nearby points -of-interests and empty parking spaces. The
glasses also receive projections from rear cameras to help you park better. Goodbye kerbed wheels.
The glasses also serve to give the driver x -ray vis ion, kind of, making A -pillars and doors transparent
to make external areas and concealed objects visible, much like the Land Rover Transparent Bonnet
Concept.
While virtual reality is useful: immersive motion capture for assembly Ergonomics. While
body m otion capture studies are used for insertion force target setting. This can be done or without a
head mounted display depending on the issue. When an Ergo or MFG feasibility concern is raised
during virtual, it is often difficult to quantify t he severity o f the issue at it pertains to the human.
24
Engaging”Industrial Athletes” it is used with VR. Creating a virtual plant environment allows
engineers to engage the plant team and immerse them into the future workstation. This allows us to
leverage the expertis e and obtain immediate feedback from our product specialist.
Dimensional Variation Analysis in VR is also largely realized with virtual reality.
Historically, visualizing the effect of part variation on appearance was limited 2D evaluation of 3D
products . VR is an extension of this process and provides a more natural space for visualizing the
effect of the manufacturing process on appearance.
Desktop VR Workstation is a by future effort. New project to evaluating low cost HMDs for
workstation level immer sive evaluations. Focusing on hand clearance evaluations for assembly
ergonomics as a PoC.
The Toyota dealer created training demonstration called “Toyoto Distracted Driving
Simulator”, this case is illustrated in the following picture (Figure 15).
Figure 15 Toyota Distracted Driving Simulator
Hyundai has created an augmented reality application that acts as a vehicle's manual
identification component by the user and instructs the user on how to perform maintenance work
BMW a nd Hyundai are also companies that have developed augmented reality applications to
help customers. BMW has developed a concept for AR glasses that can help their mechanics perform
the maintenance of the company's high -performance machines. The glasses rea d the field of view, the
part to be replaced, the screw that needs to be rotated or the cover to be tightened (and even telling the
users how to change them) .
Hyundai was in 2015, the first automaker to launch an app for the car manual in augmented
reality. The Hyundai Virtual Guide (Hyundai Virtual Guide) is the latest version of the Traditional
Owner's Manual, allowing consumers to use smartphone or tablet to get information such as repair
information, maintenance and vehicle features.
25
a) BMW wit h clever goggles; b .) Hyundai application (smartphone / tablet)
3.3.1 Virtual Reality ( VR) at Ford Motor Company
Both augmented reality and virtual reality are used in all Ford applications around the world .
The most im portant applications belong to Product D evelopment (Ford's Immersive Vehicle
Environment (Figure 15 )), Marketing Campaign (C-MAX Campaign ), MKX Experience (Autoshow
demo).
Figure 17 Ford's Immersive Vehicle Environment
Figure 16 Applications that use Augmented R eality
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VR content in a new and innovative way. FEVR brings to life Ford’s products and facilities
by The augmented reality helped build the Ford C -Max, so you could view and select your car's
favorite color. The team developed a mobile application and used a simple, low -cost cardboard
headset to deliver providing every consumer, regardless of their physical location, a more enriched
experience. ”This project enables innovation by evolving and revolutionizing the relationship with our
consumers, and other stakeholders so they can experience Ford Motor Company throug h Virtual
Reality no matter where they are located”, said Kaja, Technical Lead Ford Motor Company.
During their work on FEVR the team learned many lessons including: Most of the augmented
reality (AR) and virtual reality (VR) work is centered on P D and Marking & Sales but the team
believes that there are other domains that VR can be of value. Also, quantifying Return On
Investment (ROI) was a major challenge from traditional approach.
The team determined that to investigate ROI, other methods cou ld be utilized such as
increased sale numbers, web site traffic and/or dealership foot traffic. They learned the power of
working with individuals with diverse skills. The next step for FEVR is working with stakeholders to
evaluate opportunities to potenti ally developed and implements the idea.
Figure 18 Marketing Campaign
Our Ford Virtual Reality (VR) facilities are used as interactive ‘virtual test stand’ for attribute
studies like:
instrument cluster obstructions, readability ;
reach investigations of interior controls ;
stowage efficiency ;
assessment of roominess ;
optical quality assessments .
27
According to Ford employee, Georgeline Mitchell at 22 December 2016 – Innovation Report –
Catalyst Ford Experience confere nce:
” This story is part of Innovation Report series that will highlight innovations from the 2016
Ford College Graduate (FGG) Catalyst competition. The competition brought together FCG’s from
cros-functional skill teams and began on July 20.The team’s d emonstration day was held on
November 4.The FCG team of Ford Experience in Virtual Reality (FEVR) explored how to provide
consumers with a more meaningful and engaging experience with Ford Motor Company products
through inexpensive Virtual Reality (VR) tec hnology.
Figure 19 Rear visibility & Reflection and glare
Figure 20 Ford Motor Company Team
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The FEVR team (Figure 18) of Joseph Osier (IT), Michael Binery (Purchasing), Adrienne Bourdura
(IT), Amin Fadel (IT), Jonathan Hofmann(IT), Brian Jur gess (IT) and Nevrus Kaja (IT) took an
innovative approach to breaking traditio nal communication channels and delivering VR content of
Ford products and facilities to prospective consumers.
The use case for FEVR would vary based on business, for example the Product
Development’s (PD) user of FEVR would vary from Human Resources ( HR) Recruiting. ”
Ford Sollers in Russia launched a pilot project to equip its Russian staff with glasses that use
3D augmented reality to optimize the process of delivering the parts to the assembly line of the
factory. The most advanced digital pickup te chnology, Pick by Vision, would increase the efficiency
of logistics processes and quickly adapt the warehouse to new tasks such as the launch of new Ford
models. The system was developed by ID -Russia and the Ford Sollers IT department. At the initial
stage, the new technology will be introduced for the local manufacture of Ford EcoSport crossovers as
well as Ford Fiesta hatchbacks and sedans.
Enhanced reality is integrated with the warehouse management system. The pickup order for
a particular vehicle is made up of the WMS system and then transmitted via Wi -Fi to the glasses'
visual interface. As a client device in the Pick by Vision system, the AR solution is perfectly chosen.
In the following pictures are illustrated employees Ford Sollers from Rusia (F igure 21), u sing
the Augmented Reality ( AR) glasses, employees are given the amount and pattern of the piece they
need .
Figure 21 Ford Employee Sollers Rusia
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3.3.2 Virtual R eality laboratories
Global Design is using the corporate is using the corporate immersive Virtual Reality
facilities in most regions (FIVE lab (Figure s and CAVEs in Dearborn, Melbourne, Cologne).Focus is
on contextual evaluation of mature design themes (interior/exterior).
Opportunity:
New availability of consumer immersive VR technology creates an opportunity f or day -to-
day, work -in-progress VR usage in the studios, especially on interior design concepts and user
experi ence prototype;
Design has a demand for more extensive POC/pilot actions to explore further usage cases
(collaboration, market research, augmenta tion of physical models) Several demonstrations of
consumer VR products have been conducted in Design last year (Dearborn, Cologne) ;
DesignStudio domain team is conducting an innovation project aiming to deploy consumer
VR systems to Ford staff members ;
Design has a demand for more extensive POC/pilot actions to explore further usage cases
(collaboration, market research, augmentation of physical models.
According to Ford employee, Elizabeth Baron at 20 July 2016 –Ford Immersive vehicle
environment confer ence:
“FIVE is an immersive virtual reality system that addresses the unique challenges of
automotive design, engineering and ergonomics. A collaborative approach allowing different
disciplines at Ford to communicate in a common environment . Enables prog ram teams to see and
understand, from any customer’s perspective, complex engineering issues while considering the
aesthetic design, fit and finish, manufacturability and maintenance of a vehicle system.
Provides virtual -physical registration to experien ce the vehicle interior with both sight and
touch in the correct seated posture. Immersive Cinematic Engineering (ICE): Evaluation of crafted
quality with physically accurate lights, shadows and reflections.”
Immersive Collaboration
A social approach; incl usive and dynamic ;
Huge efficiency in productivity by melding art with engineering with science ;
Represents many potential realities within a short time ;
Holistic for one reviewer or many reviewers ;
Global, simultaneous propagation of state change(s) ;
Bridges the gap between 3D models of new vehicle designs that reside in a data management
system and physical prototypes ;
Provides a sense of presence and connection to full scale model similar to the physical model ;
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Most aspects of vehicle attributes can be understood in context and with respect to all other
attributes.
3.4 Virtual R eality Glasses
Virtual reality has been seen as nothing more than a promising gimmick for the majority of
the last 20 years. However, the last couple years have seen VR advance by leaps and bounds, to the
point where consumer -ready head mounted displays are available now .
Alongside these standalone units, mobile VR has also made great strides, and Google
Cardboard kits like these ones can offer a fairly complete VR ex perience using your smartphone as
the graphical processor.In any form, VR promises to improve many fields outside of gaming
technology, including medicine, education, and engineering. With each emerging developer
approaching this tech with a new perspectiv e, there is no doubt that virtual reality will become a
major part of our everyday lives.
Though these ten headsets’ availability vary from out now to pre -order forthcoming, they
have proven through tech demos and press releases alike that they are indeed the HMDs you’ll want
to watch out for. From big hitters like Oculus Rift, to VR with a cause like Razer OSVR, the best of
the best are about to go even bigger.
You have to categorized of virtual reality glasses (Figure 2 3):
1. PC/Console Tethered (Oculus Rif t, HTC Vive Pre, Playstation VR)
2. Smartphone Tethered(Google Cardboard, Samsung Gear VR, Zeiss VR One Plus) Figure 22 FIVE laboratories
31
With this devices you can tested of the more application, for the example:movie, games,
tourism,design, marketing, manufacturing,others,etc.
According to Ford employee, Meghana Shankar and attendee of Topics Mobile Computing
Wearable Computing Virtual Reality 2017 – VR for the Masses: Google’s new Daydream article:
“When developers at Google premiered Google Cardboard (Figure 24) at Google I/O 2014,
one of the things they said was that they wanted Cardboard to be accessible to all. They wanted it so
that “not just tech addicts can experience VR, but anyone with a smartphone.” Two years later, at I/O
2016, Google’s Vice President o f Virtual Reality Clay Bavor states that the goals of Cardboard were
to be mobile, approachable, and for everyone. But the things in which Cardboard was lacking —the
things Google wanted to add when moving forward —were comfort, rich interaction, and immersi on,
qualities that are characteristic of high -quality VR. Yet they didn’t want to lose the sense of
accessibility that came with the Cardboard or other phone -based headsets.
And so at I/O 2016, Google unveiled a new VR platform called Daydream. It has all the same
goals of Cardboard: widespread access to VR, which is what the CTO of Epic Games called “VR for
the masses” and the CEO of Unity Technologies called “the democratization of VR.” However,
Daydream is also a little more ambitious than the simplisti c Cardboard when it comes to quality, with
a combination of new hardware, new software, new apps, and new accessories working to make a
high quality but accessible mobile VR experience. It requires an Android smartphone with certain
new capabilities that m ake it ready for VR (or, as Google calls it, “Daydream -ready”). It integrates Figure 23 Virtual reality glasses
32
directly with the upcoming Android N’s “VR Mode.” Furthermore, Google has released specifications
for both a headset and a wireless controller for Daydream. The headset increases comfort, for long –
wearing. The controller is designed to be intuitive and flexible, with sensors for orientation in space,
so a user can do things like flipping pancakes and hitting tennis rackets in virtual reality using the
same motions as they would in reality. The first Daydream -ready smartphone and the first Daydream
headset/controller package will both be available this fall.
Figure 24 Google Cardboard
Cardboard is what Google calls “snackable” or “bitesized” VR, meaning that it is neither
immersive nor comfortable enough to be used long term. Daydream, however, is designed to be both
immersive (in the technology’s capabilities) and comfortable (in the headset design). This puts it
ahead of Cardboard in quality. The design of the Daydream headset (right -top) has prompted
comparisons from some to Samsung’s Gear VR headset (right -bottom). However, the inclusion of the
simple handheld Daydream controller (lefttop) —as opposed to a more traditional gaming controller
(left-bottom) left that may be paired with the Gear —makes Daydream a little more intuitive. As IDC
explains, the motion co ntroller “should broaden the interface potential considerably with other people
and data in the virtual environment.
To date, only the higher -end PC and console VR products have offered firstparty handheld
controllers, although there are third -party Blue tooth controllers that work with the Gear VR.” It’s
unclear, however, whether Daydream’s improvements in graphics and latency will be much better
than the Gear’s, since many of those are just improvements to the Android phone itself. This could
affect the quality of the Gear just as much as Daydream. It could even, to some extent, improve the
quality of the Cardboard experience .
33
Most of the Daydream applications shown at Google I/O are centered around gaming or other
entertainment. But, as always, there’s a way to take that further into enterprise. Instead of gaming for
entertainment, imagine a gamified training in a virtual environment. There’s also social applications
for VR, which could easily extend to virtual conferences or meetings.
And how about de sign— for instance, visualizing a part in three dimensions? Sure, it would
be better to have positional tracking to allow users to move in space, but that requires a much more
expensive piece of equipment. How can we expect this to evolve in the future? We ll, Google also has
an augmented reality (AR) initiative named Project Tango, which includes a solution for mobile
positional tracking. Clay Bavor stated that Daydream’s offices are the same ones occupied Project
Tango, "and I'll let you extrapolate from t here." This could mean that Tango’s positional tracking
software might be set to work with the Daydream platform, bringing positional tracking to phone –
based VR…and making Daydream a competitor with higher -end headsets. It’s still early days, so it
remains to be seen whether Daydream will perform to expectations, and how it will affect the VR
landscape.
However, Google’s push toward accessible VR should have a lasting effect on the VR
industry. This idea of “VR for the masses” is something Ford, as a comp any interested in mobility and
innovation, will likely be interested in. ”
According to Ford employee, Matt Schultz and attendee of Topics Mobile Computing
Wearable Computing Enhanced Reality 2017 – Intel Project Alloy:All -in-one virtual reality solution.
“Most VR hardware (HTC Vive, Oculus Rift, and Sony’s PlayStation VR) require a cable –
referred to as a tether – connecting the headset to a computing system, with external location markers
placed around the room. This limits the uses and locations that w ould otherwise benefit from VR.
Intel wants to remove those limitations with Project Alloy. On August 16, 2016, Intel CEO Brian
Krzanich unveiled its all -in-one virtual reality solution combining an untethered computing system in
a head mounted display. In addition to the all -in-one headset, Project Alloy is also capable of merged
reality, thanks to the embedded camera and sensors. Merged reality is the concept of real life objects
coming into the virtual world along with you.
Much like augmented reality puts digital information and objects into your real world, merged
reality puts real world objects into your digital world. By leveraging merged reality, Project Alloy
(Figure 25) does not need handheld remotes or gloves like other systems. It can detect yo ur hands in
real time allowing you use them to interact with the virtual environment. In addition to your hands, it
can display other nearby objects like people, walls, and tables making it safer for the wearer.
34
Figure 25 Proje ct Alloy
The headset consists of a headmounted display with the battery pack on the rear head strap for
distributed weight. The head mounted display has two separate screens, one for each eye. Behind
those are the application and sensor processors. Finall y, in front sits the RealSense hardware (Figure
1) made up of two fisheye cameras, infrared sensors, and depth sensors. These sensors track the
device and surrounding environment, providing what is commonly known as SLAM – Simultaneous
Localization and Map ping.
Figure 26 RealSense Hardware
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Project Alloy is one of the first products to offer untethered VR, along with merged reality.
This allows for six degrees of freedom of movement, without having to worry about cords or unsee n
obstacles. It also removes the need for tracking sensors. This makes it safer for users and allows them
to bring VR to any room and bring that room into their VR. This is a huge advancement for VR that
opens up a completely new world of possible use case s.
While Intel did make a headset for demonstrations, Project Alloy is actually just the
RealSense hardware. Intel plans to open source the RealSense API along with the hardware and does
not plan to make any headsets themselves. They are hoping to collabo rate with third parties, having
them develop their own headsets. Currently there is talk that Microsoft is interested; one can only
assume they plan to integrate it into their HoloLens product.
It is early in the technology evolution and hard to tell how merged reality will influence the
AR/VR space, especially since Intel does not plan to release any headsets themselves. We will have to
wait for a third party to design their own headset hardware before we can get our hands on the
technology. The biggest i mpact I can see Alloy having on our industry is training. Merged reality
opens up the realm of bringing real tools and our own hands into a virtual environment. On the right,
you can see an Alloy user carving a virtual lathe using a dollar bill in his hand . Allowing users to use
their own hands along with real life tools is a huge advancement for virtual training simulations.
Another use case may be in the dealerships. Imagine a customer coming into a dealership and getting
a virtual tour of a car that may not be on the lot. Allowing them to change the features on the fly and
test them out with their own hands. Alloy definitely expands the possibilities of VR and they seem
endless.
Figure 27 External side view of VR/AR metal turnin g
36
Chapter 4- Safety VR Glasses Simulator
37
4.1 Description
The theme of my project is the reunion of the previous chapters I have presented earlier.
My project is an application for smartphone, which will allow to train the users about the
safet y standards, to simulate via VR glasses in the real situation in the real world, to transform in VR
the most important and relevant safety single point lesson s.(Figure. 28)
The deployment with VR glasses allows communication between user and work protecti on
instructor so they can simulate a real situation and learn how to deal in this case. The user learns how
to act in different situations such us fire, earthquake, inundation, electrocution.
This application is means less time spent, because you do not have to go for example in a
company to see the possible dangers, they will appear in front of your eyes. Also in this application,
we will use pictures with the positive/negative things that you can do in the company or video clips at
360 degrees, which of fers you a better visualization angle.
Figure 28 Safety VR Application
With the 360 degrees, the video clip can be so real because you can see so close to you the
dangers and you will think that you are th e person involved in the action.(Figure 29)
The main goal is that the license project it is not used only in IT company, but in the others
company because each of them needs to train the employees about safety standards.
Even if we talk about a small company or a big compa ny in different domains for example
(medicine, actor, sport, education) all of them need safety standards.
38
When you test this application with VR glasses you do not have to wear the specific clothes
and accessories for the example (boots, jacket, protec tion glasses, yawn, earplugs, etc) so you can feel
great and comfortable with own clothes.
We know that in a typical training the company plant stops for a moment to explain you what
it is allow or forbidden to do so as an important conclusion this appli cation with virtual reality will
replace the work of person who explain you all this things.
Secondly, this project is also a 3D application because the VR glasses represent the main
components that helped the 3D technology to be possible.
In the futur e I hope that this application to be useful for training people and the environment
to be interesting and funny without stress of a real situation.
Figure 29 360 degrees video
This application is means less time spent, because you do not have to go for example in a
company to see the possible dangers, they will appear in front of your eyes. Also in this application,
we will use pictures with the positive/negative things that you can do in the company or video clips at
360 degrees, which offers you a better visualization angle.
With the 360 degrees, the video clip can be so real because you can see so close to you the
dangers and you will think that you are the person involved in the action.
39
4.2 Objectives
Creation of the VR application will allow users to see and understand safety rules in the plant
and office to reflect “real world” and the consequences of not respectin g safety ru les, procedures in
the company . (Figure 30 )
Development of VR application is similar to any programming environment on the mobile
phones application, the main difference is the setting and configuration of the VR glasses with
smartphone.
The main objectives that I want to follow in this project for a successful application and for
test, it with virtual reality glasses are:
1. Searching the information that I need about the functionality of the glasses.
2. Get friendly with a virtual reality environment;
3. Installation and configuration of the hardware tool and software tool;
4. Preparation of the content ( 3D pictures, 360 video degrees);
5. Setting the configuration between my smartphone with virtual reality glasses.
Figure 30 Virtual Reality Application
When this important settings and documentation have been made, I will start the realization of
application. The major contributions of this application are:
Reduce number of work related accidents;
40
Redu ce training time and the training more effective, simulating real examples;
Work safety will become more interesting and attractive;
The application can be globalized, it can be exported in other Ford Factories;
The application can be used as a te mplate to develop other routes.
This stage is one of the most important stage because appearance and interface of an
application is first contact with customer. Also this step contains fully immersive virtual reality,
includi ng audio and multiple hotspot s, that can be used in conjunction with a VR headset to create a
compelling and memorable experience.
Application development is the second step of stages of development, contains the
development environment, and tools software you have used to create th is project. Also this stage
includes functions and methods that you need to create application functionality.
More information of this stage are explicated in the chapter, called “Development
Environment”. Settings and configuration the VR glasses are th e last step in this project. After the
application was developed and it works on my device, it can be test with virtual reality glasses.
Firstly is necessary the setting of configuration between my smartphone with virtual reality glasses.
This thing is illustrated in the following picture (Fig ure. 31):
Figu re 31 Settings and configuration the VR glasses
41
4.3 Goal
The major contributions of this application are:
1. Reduce tr aining time and the training became m ore effective, simulating real examples.
Figure 32 Reduce Training time
2. Participating to safety training will become more interesting and attractive.
Figure 33 Safety Training
42
3. Reduce number of work related accidents.
Figure 34 Employee Ford
4.4 Development Environment
The Application is developed in C# programming language using Microsoft Visual
Studio 2010 Express Edition IDE . The Graphical User Interface (GUI) is realized in game
development pl atform Unity 5.6 and the component, object, textures. The background, and
buttons format are realized with a raster graphics editor developed Adobe Photoshop .
I think that the most important software tool is Unity because realize connection between
C# sc ripts that contain the source code and graphics components of the application.
Figure 35 Development Environment
43
The main steps in development are:
1. Realization of UI (User Interface);
2. Application development;
3. Settings and con figuration of the VR glasses.
The first stage (realization of User Interface) relates to the creation of objects, buttons,
layouts and others components that help in realization of the application desi gn. This is illustrated
in the following picture (Figure 36).
This stage is one of the most important stage because appearance and interface of an
application is first contact with customer. Also this step contains fully immersive virtual reality,
includ ing audio and multiple hotspots, that can be used in conjunction with a VR headset to
create a compelling and memorable experience.
Application development is the second step of stages of development, contains the
development environment, and tools softw are you have used to create this project. Also this stage
includes functions and methods that you need to create application functionality.
Figure 36 User Interfac
44
This project contains the following :
1. Input files:
14Scenes of Un ity type(*unity);
1 package Google Cardboard (GVR);
8 scripts of C Sharp (*cs);
6 pictures at 360 degrees (*jpg);
6 videoclips at 360 degrees (*mp4);
6 sounds cover for videoclips(mp4).
2. Output file:
1 file output (*apk);
This files are ilustrated in the fol owing picture and they are attached in archive (*zip) on
CD, called „Project_Safety_VR_Glasses_Simulator”.
Figure 37 Source Code
45
Between hardware tools and software tools it is a strong relanship, because this application
does not work only with hardarware tools or software tools, but only with this two components
togheter.
The hardware tool is Virtual Reality (VR) Glasses (Zeiss One VR Plus) and the software tool
is aplication of Android(*apk file).This components is ilust rated in the following picture s (Figure 37,
Figure 38) :
Figure 38 Hardware Tool
Figure 39 Software Tool
46
Regarding to the specification of this application, I want to say the following things:
1. For the moment, the aplication is available only on Android platform.
2. The mimimum version Android is 4.4 (KitKat)
3. The mimimum size of the smartphone i s 90 MB.
The concept o f the application
360 Pictures
Even if photo have extension a jpg, this pictures are special photos because is the format
is different . The original image is the 360 degree camera picture after I took a picture. (Figure 40)
Figure 40 Original image 360 camera
47
For the make a 360 picture VR for Android, I have need one sphere and one picture in the
special format. This format is illustrated in the following figure:
360 degrees videos
The original video is similarly with a picture (Figure 40) .The main concept of the video
clips is illustrated in the next figure (Figure 41).
Figure 41 360 Video Concept
48
The photos and the videos were realized with 360 video camera. This camer a is illustrated
in the following image (Figure 42).
Figure 42 360 Camera Fly
49
4.5 Tests and evaluation
Simulation can be done with the Game Unity emulator, but with the help of a Smartphone
with Android system. With these tests, we tested the functionality of the application. In the following
images are illustrated by the application tests:
Figure 43 Scrrenshot 1
Figure 44 Screenshot 2
50
Figure 45 ScreenShot 3
Figure 46 ScreenShot 4
51
Chapter 5 Conclusions
52
Workplace safety is the most important standard at Ford Motor Company, both globally and
nationally. Ford wants this standard to be respected and fulfilled with the utmost rigor, so that each
employee can participate in both workplace security training and regular t raining. Every department
within the Craiova plant has safety conditions that must be observed when entering in those.
The training period at the workplace tak es place during the first two days of the employee, but
with this mobile application this period could be greatly reduced, so these the days can be transformed
into hours .
The mobile app wants to replace the boredom factor that can occur during these days of
training so that it has an attractive, interactive and easy -to-use solution, regardless of the employee's
age. Using state -of-the-art technology, virtual reality glasses make the application more exciting than
any other course based on workplace security s tandards.
The digital content of the mobile application brings together real actions and offers a
perspective of real -world accidents that can happen at work. Thus, there is a desire for awareness and
caution, wanting education in this sense, thus reducing the number of accidents .
In th e Ford România SA company, this mobile application it is a step forward , being the first
one of this type, keeping the Ford at the level of companies which are using this technology .
At Ford Romania SA, this mobile app is a step forward, being the first of its kind, keeping
Ford at the level of companies using this technology. In the following picture is illustrated the Ford
Romania SA company motto (Figure 47 ):
Figure 47 Ford Romania SA motto
53
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54
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